Search Issue Tracker
Won't Fix
Votes
2
Found in
2017.4.1f1
Issue ID
1029320
Regression
No
[Mobile] Terrain is rendered incorrectly when Terrain Instancing is enabled
To reproduce:
1. Open attached project;
2. Enter "9_Realtime GI" scene;
3. Build and run on Android devices;
4. When app launches, press "Enable/Disable Draw Instanced" a few times and examine terrain.
Result: inconsistency between instanced terrain and non-instanced terrain(see the attached screenshot and gif).
Reproduced with:
Version 2018.2.0a6 (6822e3ba621c)
Tue, 24 Apr 2018 23:10:10 GMT
Branch: graphics/terrain/gpu/staging/r8g8/remove-r16
Devices under testing:
Reproduced with:
-Xiaomi MI 5
GPU: Adreno (TM) 530
CPU: Snapdragon 820 (MSM8996)
OS: 7.0
-Xiaomi Mi Max
GPU: Adreno (TM) 510
CPU: Snapdragon 650 (MSM8956)
OS: 7.0
-Google Pixel 2XL
GPU: Adreno (TM) 540
CPU: Snapdragon 835 (MSM8998)
OS: 8.0
-Samsung SM G950U
GPU: Adreno (TM) 540
CPU: Snapdragon 835 (MSM8998)
OS: 7.0
-Lge LG H815 (G4)
GPU: Adreno (TM) 418
CPU: Snapdragon 808 (MSM8992)
OS: 6.0
Comments (1)
-
JasonBooth
Nov 26, 2021 16:31
would be nice if Unity kept known issues like this somewhere for people to be able to find out. I've had dozens of people run into this over the last few years, spent many hours of my time helping them work around it, and all along Unity has known it was an issue, and could have saved us all that time.
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
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
Resolution Note (2018.3.X):
Not likely to be fixed soon