Search Issue Tracker
Fixed in 2019.2.X
Fixed in 2018.3.X, 2019.1.X
Votes
0
Found in
2017.4.0f1
2018.3.0f2
Issue ID
1133813
Regression
No
[Metal] Using Models with Blend Shapes causes the Skinning to happen on the CPU instead of the GPU
To reproduce:
1. Download attached project "blend-shapes.zip" and open in Unity
2. Open "SampleScene" scene
3. Make sure the current target is Standalone or iOS
4. Make sure GPU Skinning is enabled in PlayerSettings
5. Open Unity Profiler
6. Enter to Play Mode
7. Record a few frames, then Pause/Stop PlayMode
8. In the CPU Profiler, click on a frame
9. Switch to Timeline view
Expected results: MeshSkinning.Skin marker should not be visible
Actual results: MeshSkinning.Skin appears on Mac
Notes:
- This issue only appears on Metal Graphics API
- The Correct behavior would be if You see on Profiler MeshSkinning.SkinOnGPU
- The Project and Profiler results are attached in the Comments section
- The Fix in a Trunk that landed a week ago so it need to be Backported: 37e9fa1abaf6 and 6ba8ab588991
Reproduced on Unity 2017.4.0f1, 2017.4.23f1, 2018.3.8f1 and 2019.1.0b6
Could not reproduce on Unity 2019.2.0a7
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "GetControlID at event ValidateCommand returns a controlID different from the one in Layout event" Warning is thrown when undoing the deletion of Sprite Shape Profile
- Memory related fields in the "WebAssembly Language Features" can be set to the negative numbers
- A frame spike occurs when Physics Simulation Mode is switched from Script to FixedUpdate
- "WebAssembly Language Features" Header in the Player Settings has a smaller indentation
- No audio is played when Playbable Mixer is changed at runtime
Add comment