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Fixed

Fixed in 2022.2.3f1, 2023.1.0a6

Votes

5

Found in

2020.3.40f1

2021.3.11f1

2022.1.16f1

2022.2.0b10

2023.1.0a5

Issue ID

UUM-17160

Regression

No

Undefined Behaviour with Vulkan and URP on Android Platforms when using Camera Framebuffers

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Reproduction steps:
1. Open the user’s attached project “case-0000000.zip”
2. Build and Run the project using an Android build
3. Observe the Images being rendered on the wall

Expected result: Camera 1, Camera 2, Camera 3 Render their own respective images - should be identical to the Editor.
Actual result: Erratic behavior - either nothing is rendered or the wrong Image is being rendered.

Reproducible with: 2020.3.40f1, 2021.3.11f1, 2022.1.16f1, 2022.2.0b10, 2023.1.0a5
Not reproducible with: 2023.1.0a6, 2023.1.0a15

Reproducible on these devices:
Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650

Notes:

When performing a manual render with a camera, the URP RenderPipelineManager.endCameraRendering delegate is invoked to run custom code that captures data from a camera's framebuffer at the end of the frame it is instructed to do so. In the Editor, this works as expected and it can be seen on the `RawImage` objects in the scene, and the output JPEGs in %AppData% that this is certainly the case. However, upon building an .apk file, this is not the case. It appears that the data is not captured (framebuffer is null), or in some cases, it is still being written to (approximately 50% of required data written from framebuffer. The percentage value has no particular significance, it is just what was observed in testing. Results may vary).

Other cases also show that another camera's framebuffer is being accessed when it should not be so (the order of captures are out of chronological order as defined in the CameraController.cs script). A comparison in Editor versus Player should clear up any confusions with the explanation if any.

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