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Won't Fix
Votes
13
Found in
2018.1.0f2
Issue ID
1038686
Regression
No
Graphics.DrawMeshInstanced doesn't draw anything in build
To reproduce:
1. Open the project, attached by the user (TestInstancing.zip)
2. Open the "SampleScene" scene
3. Enter Play mode
4. Observe that 3 red cubes are drawn
5. Build and run the project for PC standalone
6. Observe that in the build nothing is drawn
Expected: the cubes are drawn in the build as well
Reproduced in 2017.3.2f1, 2017.4.3f1, 2018.1.0f2, 2018.2.0b4, 2018.3.0a1
Reproduced on Windows, Mac and WebGL
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mahis4799
Apr 28, 2020 05:45
Go to Roku page https://sites.google.com/site/rokuactivationn/ record enter Roku com activation code appeared on Roku TV. My Roku com activate not working use new Roku code.
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LightStriker
Mar 07, 2019 17:22
It's not a "bug", but a feature, as stripping unwanted shaders is very useful.
What you want to do, is have a script on a GameObject in a scene you use, and have it a Material field. Create a material, apply your shader on it, and enable "Instancing" on it. Assign your material to your gameobject.
This way, the compiler will see your shader being used and won't strip it.
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devil_is_god
Dec 28, 2018 04:03
I also having the same issue,and i don't know how to fix it! I'm using Unity 2017.4.3.f
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fnaith
Oct 01, 2018 08:04
Solve by attaching materials with our shader to a GameObject, then us:
GameObject.Find("Shader").GetComponent<Renderer>().materials
to load shader and copy it to runtime generated material
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fnaith
Sep 29, 2018 04:49
not fixed in Unity-2018.2.10f1
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fnaith
Sep 22, 2018 01:13
Bug still appears in Unity-2018.2.9f1
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fnaith
Sep 16, 2018 01:13
Will this bug also remain us to build standalone regularly...
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petey123567
Sep 15, 2018 18:49
This is affecting our shipping game, any ETA on a fix?
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fnaith
Sep 14, 2018 02:47
Up
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fnaith
Sep 12, 2018 08:46
Dear all, this problem still exist in 2018.2.7f1.
My scene is more complex but it works with on edit mode:
https://user-images.githubusercontent.com/11421034/45274388-de043f00-b4e9-11e8-984f-99d289602a74.PNGBut after building as standalone windows exe. The input still works, but I cannot see anything include ambient light color effect
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Resolution Note (2018.3.X):
This happens because shader have instancing support but the material they use (with enabled instancing) is created at runtime, so the "instancing variants" are stripped on build. As a workaround it is enough to create material with this shader and instancing enabled and assign it to some public variable in script.
But there might be better workarounds