Search Issue Tracker
Fixed in 2018.3.X
Votes
0
Found in
2017.2.0f3
Issue ID
1059096
Regression
No
[Mobile] MeshSkinning.SkinOnGPU doesn't show up in the profiler
Reproduction steps:
1. Open the attached project.
2. Set graphics API to OpenGLES3 in the Player Settings.
3. Toggle on GPU Skinning checkbox in the Player Settings.
4. Toggle on Development Build checkbox in the Build Settings.
5. Toggle on Autoconnect Profiler checkbox in the Build Settings.
6. Build the '0' scene to a mobile device.
7. Look for the 'MeshSkinning.SkinOnGPU' in the Profiler when the application starts.
Actual behavior:
- There is no 'MeshSkinning.SkinOnGPU' in the Profiler.
- It either doesn't work or profiler doesn't show it.
Reproduced with:
iOS, Android
OpenGLES3
5.6.6f2, 2017.1.4p2, 2017.2.3p2, 2017.4.7f1, 2018.1.8f1, 2018.2.0f2, 2018.3.0a5
Not reproducible with:
DirectX
Tested with (Should be reproducible with any GLES3 device):
iPhone 7+ iOS 11.1.1,
Lge Nexus 5 (Nexus 5), Android 6.0.1, CPU: Snapdragon 800 MSM8974, GPU: Adreno (TM) 330
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
- “FMOD failed to set the software format to the custom sample rate…” warnings are thrown as System Sample Rate value is being changed in Audio section of Project Settings window
- VFX Marquee selection does match the visual indicator
- “Invalid AABB aabb” errors are spammed when “Infinity” value is entered in Collider Component fields
- Editor Role does not sync with the MPPM Play Mode Scenario Role when entering Play mode
- Long asset names cause overlap with the “Find” function in search result tabs
Resolution Note (fix version 2018.3):
Fixed in Android and Metal. On GLES3 it is expected behavior.