Search Issue Tracker
By Design
Votes
0
Found in
2017.4.1f1
Issue ID
1046987
Regression
No
Objects in scene are not batched together even if they are set to Static and use same material
Reproduction steps:
1. Open the attached project "sorting.zip";
2. Open the Test scene;
3. Open the Frame debugger and run it on this scene;
4. Select the material1 or material2 and change the render queue to 2450;
5. Observe the Frame debugger results.
Expected results: objects using same material (material1 or material2) will be rendered in 2 draw calls, before and after changing the render queue. (screenshot 3)
Actual results: if the render queue is set to 3000, objects are rendered in a chaotic way. (screenshot 1)
Reproduced on: 2017.1.4p1, 2017.2.3p1, 2017.4.5f1, 2018.1.4f1, 2018.2.0b8. 2018.3.0a1.
Note: in the 2018.x versions, objects are rendered a little bit differently, attaching screenshots 4 and 5.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment