Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2021.1
2021.2
2021.2.0a19
Issue ID
1339857
Regression
No
Profiling sampler/recorder does not work in the non Developer Build
How to reproduce:
1. Open the attached "SRPBatcherBenchmark3" project
2. Open the "scene_lwbench1" Scene
3. Open the Build Settings (File->Build Settings...)
4. Make sure Development Build is unchecked
5. Make sure that the "scene_lwbench1" Scene is in the list of Scenes to Build
6. Build and Run
Expected results: SRP Batcher code path Shader calls (All objects and Shadows) are not 0
Actual results: SRP Batcher code path Shader calls (All objects and Shadows) are 0
Reproducible with: 2019.4.28f1, 2020.3.11f1, 2021.1.10f1, 2021.2.0a19
Could not test with: 2018.4 because URP/HDRP were not yet available
Notes:
- The issue is not reproducible in the Developers Build
- The issue has been tested and reproduced on Metal, OpenGLCore, OpenGLES3, Direct3D11, Direct3D12
- Reproducible on both HDRP and URP (all versions)
- The timing is 0ms in the Editor starting Unity 2021.2.0a19
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
ProfilerMarker and CustomeSample api URP/HDRP use is stripped out in release build and the Recorder functionality is unable to obtain relevant metrics.
We don't have plans atm to expose release mode data.