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Votes

0

Found in

6000.0.57f1

6000.2.3f1

6000.3.0b1

6000.4.0a1

Issue ID

UUM-117274

Regression

No

Particles spawn at the same position when using raw byte address buffer in VFX Graph

-

Reproduction steps:
1. Open the attached “IN-111503” project
2. Open the “Scenes/Levels/Level05_LevelPainting” Scene
3. Enter the Play Mode
4. Press the TILDE key ({{~}}) in the Game View
5. Observe the particles

Expected result: Particles spawn, spreading over an arc
Actual result: Particles spawn in the same place

Reproducible with: 6000.0.57f1, 6000.2.3f1, 6000.3.0b1

Reproducible on: Windows 11 (RX 6800XT)
Not reproducible on: Windows 11 (RTX 3070Ti)

Workaround:
In the “PaperCastle/Fire/FireSpreadViewSystem.cs” Script (line: 80) change “GraphicsBuffer.Target” from “Raw” to “Structured”.

Note:
- Issue only reproduces using an AMD GPU

  1. Resolution Note:

    The workaround proposed, declaring the buffer as structured, is actually the correct fix.
    As described on the documentation, GraphicsBuffers used with Sample Graphics Buffer operator must be structured:
    https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.4/manual/Operator-SampleBuffer.html
    "The Sample Graphics Buffer Operator enables you to fetch and sample a structured buffer. A structured buffer is a GraphicsBuffer created using the Structured target.''
    With Raw, things like padding and alignment can change per-platform, and behavior is undefined.

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