Search Issue Tracker
By Design
Votes
0
Found in
2021.3.26f1
2022.3.0f1
2023.1.0b19
2023.2.0a18
Issue ID
UUM-37789
Regression
No
Unity_BaseInstanceID is always zero when rendering multiple meshes and instancing with the same buffer
Reproduction steps:
1. Open project “BugReport.zip”
2. Open scene “test”
3. Select “GameObject” in the Hierarchy
4. Change the “Batch Size” under the “Render Test (Script)” component through the Inspector
5. Observe Scene view
Expected result: the rainbow is always fully displayed
Actual result: the start of the rainbow repeats
Reproducible with: 2021.3.26f1, 2022.3.0f1, 2023.1.0b19, 2023.2.0a18
Reproducible on: macOS Ventura 13.2.1 (Intel), Windows 10 (by reporter)
Notes:
- Unity_BaseInstanceID is zero, even if a different “startInstance” was provided to “RenderMeshInstanced()” (“RenderTest.cs” line 39)
- If the GameObject does not appear upon opening the project - enter Play Mode
- Also reproducible in Standalone Player
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
This is by design, every time you call RenderMeshInstanced() this will reset unity_InstanceID back to 0. If you want the instance over multiple RenderMeshInstanced() calls you can pass it through as a material property or use the commandbuffer.