Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.1.0f3
Issue ID
942239
Regression
No
[iOS][Metal] Transparent and Fade gameObjects render under other gameObjects when "Anti Aliasing" is "2x Multi Sampling"
Only reproduces on iOS with Metal API and only when Anti Aliasing is set to "2x Multi Sampling".
Steps to reproduce:
1. Open user's project (BlurTest.zip)
2. Change Graphics API to Metal
3. Build and Run on iOS device (Notice: Blue cube is in front of red cube)
4. Press button "Switch Camera Post Processing (Blur)"
Expected behaviour: blue cube stays in front of red cube, just gets blurred.
Actual behaviour: blue cube is behind the red cube.
Reproduced with: 2017.20b8, 2017.1.0p5, 5.5.4p2.
Tested with: iPad Pro 10.5", iOS10.3.3, Xcode 8.0 b4.
Note: works as expected in Editor, Standalone and Android.
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
- 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
Resolution Note (2019.3.X):
we added warning explaining what's up (older gpu/ios cannot do non-destructive aa resolve)