Search Issue Tracker

Fixed in 2017.1.X

Votes

49

Found in

5.3.5f1

Issue ID

818189

Regression

No

Multiple "Dynamic batching: index buffer source is NULL" errors because of procedurally generated mesh

Graphics - General

-

Steps to reproduce:

1. Open attached project
2. Open and play scene "Scene0"
3. Notice console flooded with: "Dynamic batching: index buffer source is NULL..." erorrs

Note: in 5.3.5f1 the error was "srcIB"

Reproduced with: 5.3.6p1, 5.4.0f3, 5.5.0a5

Comments (30)

  1. pojoih

    Jun 07, 2017 17:23

    Fixed for me by deleting unused material slots in a Meshrenderer.
    Mesh Baker produced Meshrenderer with two material slots but only one is actually assigned to a mesh.

    A better error description and a reference to the problematic renderer would be nice, I had to go through every renderer and delete materials to see if something pink appears.

  2. noio

    Jun 02, 2017 15:21

    I had a lot of sprites so finding the fully-transparent frames was not something I could do by hand.

    So I wrote a script that goes through all of your sprites and finds sprites without opaque pixels. It might benefit you:

    https://gist.github.com/noio/7ed92e28bcfb8f3fdbd460de2de0e4aa

  3. sanjay-khandala

    May 15, 2017 05:32

    I have the this problem starting with 5.6

  4. Shawn-Halwes

    May 09, 2017 15:17

    Not fixed. Happens in 5.6.0p3.

  5. briancullen13

    Apr 24, 2017 16:48

    Same with 5.6. Lots of sprites so a pain to try a figure out where the empty sprite frame is. Also like to use empty frames in animations sometimes for timing reasons etc.

  6. ritchgee68

    Apr 24, 2017 12:15

    S37 I had the same issue. I opened up the sprite sheet in Gimp and found the culprit an invisible sprite ...I got the paint brush and put he smallest pixel "dot" on it...now no errors... THANKS!

  7. MarcusTheMainMan

    Apr 22, 2017 19:30

    After upgrading to unity 5.6 (now p1) I get this error. It was not in 5.5. Any ideas?

    Dynamic batching: index buffer source is NULL (first IB byte 0 count 0 first vertex 0 offset 0)

    I got it in 5.6 p1.

    Disabling dynamic batching does not fix it.

    I did manager to isolate it to a 256x256 png sprite with 0 alpha. So it's invisible/clear. If I turn it off then the error goes away. I do have other pngs with alpha at 20, 40, 60, 80 and 100 with no issues. So the warning is given every frame with the alpha set at 0.

  8. MarcusTheMainMan

    Apr 22, 2017 19:18

    I first got this in 5.6p1.
    Dynamic batching: index buffer source is NULL (first IB byte 0 count 0 first vertex 0 offset 0)

  9. Komizart

    Apr 14, 2017 10:35

    In sprite animation you have transparent frame (maybe you cuted it from sptitesheet). DELETE IT!

  10. shashank1981

    Apr 11, 2017 11:14

    Same as ROBG88 is saying - earlier when on 5.5.0f3 this issue wasn't present when using the JellyGarden Framework from Asset Store, but in 5.6.0f3, this has started showing up.

    Even disabling Dynamic Batching from Edit>Project Settings>Player did not fit it.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.