Search Issue Tracker
Fixed in 5.3.5
Votes
0
Found in
5.3.1p3
Issue ID
769539
Regression
No
[iOS] Internal profiler reports Static draw call statistics the same as Dynamic draw calls
Steps to reproduce:
1. Open attached project (Batching_Test_WithDyanmicObjects.zip)
2. Switch to iOS
3. Make sure that Internal Profiler is enabled (Edit/Player Settings/Debugging and crash reporting)
4. Build and run 'batching_broken' scene to iOS device
5. Open Xcode log and notice that static batching stats are always the same as dynamic batching
> dynamic batching> batched draw calls: 4 batches: 1 tris: 48 verts: 96
> static batching> batched draw calls: 4 batches: 1 tris: 48 verts: 96
Total draw call count seems to show the correct values:
> draw calls> min: 163 max: 164 avg: 163
Unity profiler stats of the same scene:
> (Dynamic Batching) Batched Draw Calls: 4 Batches: 1 Tris: 48 Verts: 96
> (Static Batching) Batched Draw Calls: 160 Batches: 1 Tris: 1.9k Verts: 3.8k
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Inconsistent behaviour when interacting with different dropdown types with pointer events on parent Visual Element
- Hidden GameObjects won't re-enable when they have call "DontDestroyOnLoad" function
- Overlay Canvas are rendered on each split-screen camera when HDR is enabled
- [Android] The Player loses focus when using UnityEngine.Handheld.StartActivityIndicator() with Facebook SDK
- Build fails with "Building Library/Bee/artifacts/MacStandalonePlayerBuildProgram/gahcy/hj9mx3z/951.0 failed with output:..." errors when Scripting Backend is set to IL2CPP
Add comment