Search Issue Tracker
By Design
Votes
0
Found in
2021.3.35f1
2022.3.20f1
2023.2.12f1
2023.3.0b9
Issue ID
UUM-64587
Regression
No
Sprite Renderer not rendering duplicated GameObject grey when using MaterialPropertyBlock
Reproduction steps:
1. Open the “TempProject.zip”
2. Open the Frame Debugger window (Window > Analysis > Frame Debugger)
3. Enter Play mode and Enable the Frame Debugger
4. Observe the Game window of the 3rd frame and Draw Dynamic event in the Frame Debugger window (Camera.Render > Drawing > Render.TransparentGeometry > RenderForward.RenderLoopJob > Draw Dynamic)
Expected result: Both trees are rendered gray and there’s nothing of note in the Frame Debugger window
Actual result: Only one of the trees is rendered gray and “Why this draw call can’t be batched with the previous one
Objects have different MaterialPropertyBlock set.” message is shown in the Frame Debugger window
Reproducible with: 2021.3.35f1, 2022.3.20f1, 2023.2.12f1, 2023.3.0b9
Reproduced on: macOS Sonoma 14.3 (Intel), Windows 11 (22H2), macOS 13.2.1 (M2) (by user)
Notes:
- Also reproducible in Player
- If the issue does not reproduce restart the Editor
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
- Memory usage rises when switching scenes with GRD enabled and a loaded texture in URP
- [Quality Hackweek] Terrain Brush Size value is not serialized after deselecting the terrain when using the first instance of multiple Inspectors
- "NullReferenceException" is thrown when setting a long string in TMP with "Atlas Population Mode" set to "Dynamic" and "Multi Atlas Textures" enabled
- TextMeshPro text is misaligned when alignment is set via script
- A DX11 shader error is thrown when compiling shaders for platforms without DX11 support
Resolution Note:
If different set of values are set in the MaterialPropertyBlock, it will break batching even if the same object is being to call SetPropertyBlock. This is By Design.