Search Issue Tracker
By Design
Votes
0
Found in
2017.4
2018.4
2019.2
2019.2.6f1
2019.3
2020.1
Issue ID
1186136
Regression
No
Materials do not get batched when GPU Instancing is enabled and Texture2dArray is used
How to reproduce:
1. Open attached project "GPUInstancing.zip" and scene "SampleScene"
2. Enter Playmode
3. Observe Scene view -> Stats -> Batches
Expected result: the Batches is low (due to materials getting batched)
Actual result: the Batches number is around 680-750 (the number is inconsistent)
Reproducible with: 2017.4.33f1, 2018.4.12f1, 2019.2.10f1, 2019.3.0b9, 2020.1.0a9
Forum thread:
https://forum.unity.com/threads/gpuinstancing-texture2darray-issue.746006/#post-4975037
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
- [Linux][Wayland] Error is thrown and a file is not copied to Assets when dragging and dropping a file in the Project View
- [Search] Query Builder - uneditable NaN in Transform vectors
- Transform.rotation property is as a Vector4 Quaternion instead of a Vector3 field when using InspectorElement.FillDefaultInspector
- [Search] Query Builder - "Input String was not in a correct format" error when changing query options
- MacOS Xcode project build fails when a package has PrivacyManifest
Resolution Note (2020.2.X):
Automatic instancing doesn't allow having non-instanced properties in the MaterialPropertyBlock object, including textures. To set a shared texture property for all instances, you can set it on the material directly, or use Graphics.DrawMeshInstanced instead.