Search Issue Tracker
Fixed in 2019.3.X
Fixed in 2017.4.X, 2018.4.X, 2019.2.X
Votes
0
Found in
2017.4.0f1
2018.4.0f1
2018.4.3f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1167629
Regression
No
[iOS][Metal] Using Xcode GPU frame capture extra unused screen-sized textures can be seen on Metal
To reproduce:
1. Open attached project "ios-test-project.zip"
2. Make sure that Graphics API is set to Metal
3. Build for iOS device
4. Deploy the Xcode project to an iOS device
5. After the project is loaded in Xcode menu bar press Debug > Capture GPU Frame
6. Observe as there are three additional screen sized textures
Expected result: no additional screen size textures are created
Actual result: capturing a GPU frame shows three additional screen size textures
Reproduced on:
2017.4.0f1 2017.4.30f1 2018.4.3f1 2019.1.9f1 2019.2.0b9
Devices reproduced on:
iPad Mini 2 iOS 11.4.1
iPad Air 2 iOS 12.0.1
iPhone 8 iOS 11.0
Notes:
- Xcode crashes when trying to capture GPU frame on iPhone X iOS 13.0
- The button to take GPU capture is not available after building with 2019.3.0a9
- Doesn't reproduce on OpenGLES2 and OpenGLES3
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