Search Issue Tracker
Fixed in 5.4.4
Votes
6
Found in
5.3.5f1
Issue ID
805221
Regression
No
[iOS][Android] GLES3 GPU Skinning doesn't work as expected, draws meshes wrongly
Reproduction Steps:
1. Open User's project
2. Change Graphic API to GLES3
3. Set "GPU skinning" - true
4. Build to iOS or Android Device
5. Notice a lot of malfunctions/missing character's face
6. Set "GPU skinning" - false
7. Build again
8. Notice that character looks normal.
Expected: All meshes are visible and no flickering or other malfunctions.
Reproduced on: iPad Air 2 iOS 8.1, iPhone SE iOS 9.3
Reproduced in versions: Unity 5.3.4f1, 5.3.5f1, 5.3.5p4, 5.3.5p5, 5.4.0b22
Note in 5.4 editor if GPU skinning is enabled character's face is already missing.
RESOLUTION:
We disabled GPU skinning on GLES due to instability on various mobile devices and poor performance.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Memory is allocated but nothing happens when duplicating Values with the duplication shortcut in the Inspector
- Frame rate becomes lower after turning vertical sync on and off when in the Player on macOS
- Memory Profiler fails to enumerate a specific Heap Segment
- Performance gets worse when updating the Material of Tilemap
- Script causes Console error "Reading pixels out of bounds of the current active render texture" when entering the Play mode on a HDRP project
Add comment