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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

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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

  1. 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.

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