Search Issue Tracker
Feature Request
Feature Request in 2023.2.X
Votes
0
Found in
2021.3.28f1
2022.3.5f1
2023.1.3f1
2023.2.0a23
Issue ID
UUM-42530
Regression
No
The Sprite renders in incorrect size when it overlaps with the other Sprite and GPU Instancing is enabled on their shared Material
How to reproduce:
1. Open the user-attached project “SpriteRendererTest”
2. Open the “SampleScene” scene
3. Rotate or move the Camera in the Scene View
4. Observe the Sprites
Expected result: The Sprites are the same size at all angles
Actual result: The Sprites are rendered bigger at the certain angles
Reproducible with: 2021.3.28f1, 2022.3.5f1, 2023.1.3f1, 2023.2.0a23
Reproducible on: Windows 11 Pro
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
- Dropdown property is cut off and adds unnecessary side padding when a Sub Graph is used as a node in Shader Graph
- All text in the Project Settings Window is still Tinted White after deleting Text in the Search Window
- "WebGL Template" icons disappear when building the project with the Project Settings opened
- Variant Family window UI issues when Prefab title is long
- Player crash when switching focus in Exclusive Fullscreen mode with DirectX 12
Resolution Note:
As resolved previously, GPU Instancing for Sliced Sprites is not supported. We will add this internally as a feature request, and may add support for it in the future. As a workaround, you can create different materials for different configurations of Sliced Sprites. Sliced Sprites with the same width and height should share the same material and will instance correctly.
Resolution Note (2023.2.X):
As resolved previously, GPU Instancing for Sliced Sprites is not supported. We will add this internally as a feature request, and may add support for it in the future. As a workaround, you can create different materials for different configurations of Sliced Sprites. Sliced Sprites with the same width and height should share the same material and will instance correctly.