Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2020.3.21f1
2021.2
2022.1
2022.2
Issue ID
1388288
Regression
No
[Win10] Graphics.DrawProceduralNow from OnRenderObject breaks when Worldspace Canvas is in Camera's view
How to reproduce:
1. Open the user's attached project "PC_URP_2020_3.zip"
2. In the Project window's Searchbox search for "PointCloud-BinaryLoaderV2.unity" and open it
3. Press Play
Expected result: Graphics.DrawProceduralNow() drawing is drawn outside of the Canvas GameObject
Actual result: Graphics.DrawProceduralNow() drawing is drawn inside of the Canvas GameObject
Reproducible with: 2019.4.34f1, 2020.3.25f1, 2021.2.7f1, 2022.1.0b3, 2022.2.0a2
Notes:
- In the Hierarchy window disabling "Canvas" > "Panel-TURN-THIS-OFF" or moving it outside of the Camera's view Graphics.DrawProceduralNow() draws outside of the Canvas GameObject
- Creating a new Universal RP project and importing the user's project Assets folder makes the drawing correctly displayed
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Vulkan] Crash on with multiple stack traces when rendering large Terrain with specific hardware
- Crash on SkinnedMeshRendererManager when interacting with a prefab generated with uncombined meshes using Synty Sidekick Character Creator
- Crash on folly::detail::safe_assert_terminate_v when updating the Meta XR SDK Packages
- The text font falls back on a different font depending on the fallback font used
- Template is opened in Isolation when opening it in Context and users Save the UI Document when prompted to do so in UI Builder
Resolution Note (2022.2.X):
The procedural geometry is being rendered after the UI panel so it is using the UI panel's transform, which is by design. The docs for https://docs.unity3d.com/2019.1/Documentation/ScriptReference/Graphics.DrawProceduralNow.html explain "Note that this call executes immediately, similar to Graphics.DrawMeshNow. It uses the currently set render target, transformation matrices and shader pass".
https://docs.unity3d.com/ScriptReference/Graphics.DrawProcedural.html or https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.DrawProcedural.html may be more suitable for this use case.