Search Issue Tracker
By Design
Votes
1
Found in
2017.4.0f1
2018.3.0a1
2018.4.2f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1166114
Regression
No
SkinnedMeshRenderer is updated for a Camera when it's culling mask does not intersect the renderer
How to reproduce:
1. Open the attached "SkinnedMeshPerformance.zip" project
2. Open the Profiler window
3. Enter Play mode
4. Inspect the Camera.Render calls in the Profiler
Expected results: Only a single Camera.Render call contains a SkinnedMeshFinalizeUpdate call
Actual results: All Camera.Render calls contain a SkinnedMeshFinalizeUpdate call
Reproducible with: 2017.4.29f1, 2018.4.3f1, 2019.1.8f1, 2019.2.0b8, 2019.3.0a8
-
LazloBonin
Nov 18, 2024 20:31
Is there a way to circumvent this for performance reasons? When multiple cameras are in use in a scene with a significant amount of skinned meshes that they don't render, this behaviour massively impacts performance.
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
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note (2019.3.X):
The selection of what render layer mask to apply happens _after_ culling. This is intentional as it allows the same culling result to be used with different render layers selected (i.e depth only vs opaque tag).