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Fixed in Unity 5.4.0

Votes

0

Found in

5.1.0a2

Issue ID

678001

Regression

No

[ComputeBuffer] Improve error messaging on ComputeBuffer constructor usage

Shaders

-

-

Priority: 3Not yet prioritized for a release

-

Severity: 2Core functionality majorly impacted

Trying to create a new ComputeBuffer from code with
ComputeBuffer c = new ComputeBuffer (5, 5);
I get these errors printed to the Console:
"SUCCEEDED(hr)"
"SUCCEEDED(hr)"
"SUCCEEDED(hr)"
"DestroyBuffer can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function."

None if this is very helpful and the documentation for ComputeBuffer doesn't give any details on this either.

Comments (2)

  1. Fcfa0be65c1f60a69d30be57bb09c295?d=mm

    Simon-O

    Aug 25, 2016 18:20

    A destroyBuffer appears to be called implicitly when the runtime terminates if a buffer has been created but not released properly.

    Since the cleanup thread isn't the same as the UI thread, the exception mentioned here is thrown.

    Make sure you're tidying up your resources appropriately.

  2. Efc2d9659be626fd1a70ca7512ce4923?d=mm

    reefwirrax

    May 05, 2016 11:56

    Indeed, i even had DestroyBuffer can only be called from the main thread.
    Constructors and field initializers will be executed from the loading thread when loading a scene.
    Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.

    ...when destroyBuffer codeword does not exist in my code,

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