Search Issue Tracker
Fixed in 2017.3.0f3
Votes
0
Found in
2017.1.0b6
Issue ID
912332
Regression
No
[StaticBatching] Unneeded individual shadow batching calls are issued when certain material is selected in Project folder
Steps to repro:
1. Open attached project and 't1' scene;
2. Open Frame Debugger (Window -> Frame Debugger);
3. Open Profiler (Window -> Profiler);
4. Enter Play mode;
5. In Frame Debugger window click 'Enable' button;
6. In Project folder select 'New Material' material;
7. Observe draw calls is Profiler and Shadows.RenderJobDir calls in Profiler.
Expected result:
There are only Static batch calls fo Cube shadows (see attached expected.png screenshot).
Actual result:
Unneeded individual draw calls for Cube mesh are shown apart from Static Batch shadow calls. See attached video and actual.png screenshot.
Workaround is to select 'New Material 2' in Project folder and observe that only static batch calls are now issued.
Notes:
- Reproducible in 2017.1.0b6, 5.6.0p1, 5.5.2p1;
- Reproducible on OSX 10.12.3 and Windows 10;
- Reproducible only in Editor; not reproducible in Standalone Player.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Standalone Player crashes with "TDerived GetOrLoad<TDerived>() where TDerived : T" when IL2CPP Code generation is set to "Faster (smaller) Builds"
- IndexOutOfRangeException and InvalidOperationException when logging XML string
- Script missing in "Assets/Settings/Mobile_Renderer/GlobalVolumeFeature" of "com.unity.template.urp-blank" template
- “Font Asset Creator - Error Code [Invalid_File_Structure]…“ error is logged when generating Font Assets from fonts with meta files from previous Editor versions
- Input.mousePosition returns (NaN, NaN, 0.00) when Scene view is opened
Add comment