Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2018.4.X, 2019.2.X, 2019.3.X
Votes
6
Found in
2018.3.0a4
2018.3.0f1
2019.1.0a1
2019.2.0a1
Issue ID
1122023
Regression
No
Terrain not visible when loaded from Asset Bundle and has Draw Instanced enabled
How to reproduce:
1. Open a project from OC ("AssetBundleTerrain.zip")
2. Open SampleScene
3. Press Play
Notice it does load a scene with a terrain.
4. Assets > Build AssetBundles
5. Build the standalone application in "bin" folder
6. Run it
Notice, it does not load a terrain anymore, even though it's in the Asset Bundle and in the Scene.
Expected result: Terrain is visible
Actual result: Terrain is not visible
Reproducible with - 2018.3.0a4, 2018.3.10f1, 2019.1.0b8, 2019.2.0a9
Not reproducible with - 2017.4.24f1, 2018.3.0a3 (No Draw Instanced tickbox)
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
- A 404 page is opened when selecting "Open Documentation" on the Float Node in Shader Graph
- Shader Graph Importer's Documentation Reference button leads to a 404 page
- Crash on WriteParticleLineVertex when particle systems are rendered in a specific project
- Asset names longer than the allowed system file path are not handled gracefully
- Moving VFX Particles leave a ghosting trial in Ray Traced Screen Space Reflections
Resolution Note (fix version 2020.1):
The behavior of how Always Included Shaders works is that all Variants will be built for those shaders, Instancing variants however will be built based on Graphics Settings Instancing Stripping. In this case, since the terrain is in a bundle, but the shaders are in the build, the terrain data cannot influence how the shaders are built. This is a known limitation that we are not fixing.
If you take the sample project provided, and remove the terrain shaders from the Always Included Shaders list in Graphics Settings (or reset Graphics Settings), rebuild bundles and player, everything, including instancing, works correctly due to this fix.