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
- Test Runner’s vertical scrollbar overlaps with the up and down arrows and upper toolbar tabs when the window is minimized
- The Input Field view is not updated when deleting lines of text
- The scrollbar does not respect empty lines in the Input Field
- “Texture Atlas Viewer“ button text overlaps another button when the UI Toolkit Debugger is narrowed
- Thresholds are no longer automatically calculated after deleting Motion fields in Blendtrees
Add comment