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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment