Search Issue Tracker
Fixed
Fixed in 2020.3.48f1, 2023.2.0a11
Votes
0
Found in
2020.3.45f1
2023.2.0a10
Issue ID
UUM-27598
Regression
No
GraphicsFence.passed is passed in a random order
I am using Graphics.CreateGraphicsFence to create a fence that should pass when the previous Graphics.Draw command is completed
How to reproduce:
1. Download and open the attached project
2. Open SampleScene.scene
3. Enter Play mode
4. Observe the Console window
Expected results: A fence created on frame N+1 can never pass before a fence created on frame N (Fences are passed in ascending numerical order)
Actual results: Fences can be passed out-of-order (Fences are not passed in ascending numerical order)
Reproducible with: 2020.3.45f1, 2021.3.18f1, 2022.2.6f1, 2023.1.0b3, 2023.2.0a1
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
- Frame Debugger's Hierarchy is not navigable when connecting it to the project built with the Volumetric Fog
- The number of SetPass Calls is increasing when attaching the Frame Debugger to the Player
- Scrollbar briefly appears in the Package Manager during installation process even when the package list is too short to require scrolling
- Script resets to use the previous Skybox color when saving the Scene changes
- [2D] Sprite Library Editor window throws NullReferenceException error when entering Play Mode with Game View maximised
Resolution Note (fix version 2023.2.0a11):
Ensure GraphicsFence.passed reports consistent results at initialization
Resolution Note (fix version 2020.3.48f1):
Ensure GraphicsFence.passed reports consistent results at initialization