Search Issue Tracker
Fixed in 5.0.X
Votes
0
Found in
5.0.0b8
Issue ID
639789
Regression
Yes
Static batching statistics are misleading
To Reproduce:
1. Open and build the attached project ( one scene with 9 default cubes) to iOS on 4.5.5 and 5.0.0b9 (or use the attached xcode projects).
2. Deploy to device and click 'Debug\Capture GPU frame':
-on 4.5.5 the cubes are drawn in a single draw call ( attached captured_frame_455_9cubes.png) that takes ~3.29ms
-on 5.0.0b9 the cubes are drawn using 9 draw calls ( attached captured_frame_5b9_9cubes.png ) but all of them also take ~3.29ms.
Not sure whether http://fogbugz.unity3d.com/default.asp?614919 (Unity doesn't display static batching statistics correctly) is the cause of this. According to the internal profiler batching isn't working on 5.0.0b9 (0 calls batched), but if that is only an issue with Unity profiler, should that have an effect on how xCode displays draw calls?
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Longer Add Component submenu labels obscure UI and are not truncated
- Scripts submenu of the Add Component Menu can be scrolled horizontally
- Documentation link icons' are not aligned in he "Recommendation" tabĀ
- "Game Specifications" section becomes blank, and users get "ArgumentException: Cannot unschedule unknown scheduled function" during the "Game Specification" selection when the "Multiplayer Center" window is docked
- Foldout arrow indent is misaligned in the Inspector when used in Custom Type
Add comment