Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2020.3.15f2c1
2021.1
2021.2
2022.1
Issue ID
1358948
Regression
No
[iOS] MSAA setting of the Camera is ignored when MSAA is enabled in the Quality settings
Reproduction steps:
1. Open the attached project "MSAA.zip"
2. Build and Deploy the Scene "SampleScene" to an iOS device
3. Capture the GPU frame and inspect the type of textures (See attached screenshots MSAA_Enabled.png and MSAA_Enabled_Alternate.png to see what to look at)
Expected result: MSAA is disabled
Actual result: MSAA is enabled
Reproducible with: 2019.4.29f1, 2020.3.17f1, 2021.1.18f1, 2021.2.0b9, 2022.1.0a5
Reproduced with:
iPhone 7 (iOS 12.3.1)
iPhone 12 Mini (iOS 14.1)
Could not test with:
iPhone 6 (iOS 12.4.8) (GPU Frame Capture fails)
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
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note (2022.1.X):
In this case Quality Settings MSAA Setting controls the backbuffer sample count of the application and even if there is a single camera with MSAA disabled, it will still create multisampled backbuffer. Application assumes it's going to be used if it's enabled and recreating it would be pretty expensive. If there are multiple cameras in the scene, and one of them has MSAA for it disabled - all of the rendering done for that camera will be without MSAA.
So to sum it up - the final target will depend on the quality settings (at least on iOS)