Search Issue Tracker

Fixed in 2018.3

Fixed in 2019.1



Found in





Issue ID




[VR] Particle Systems cause "task.rasterData.indexBuffer == NULL" error and lead to graphical glitches



Steps to reproduce:
1. Create a new project
2. Enable VR
3. Create a particle system
4. Enter playmode and put it in your HMDs view
5. If error doesn't show, repeat Stop / Play of playmode again. (when doing this i can repro it with the MockHMD)

Result: "task.rasterData.indexBuffer == NULL" error in the console and potential graphical glitches

Reproduced on 2018.3.0b8, 2018.3.0b10, 2019.1.0a9
Not reproduced on 2018.2.16f1, 2018.3.0a1, 2018.3.0b7
Regression introduced in 2018.3.0b8

- Is known to also cause memory leaks

  1. Response avatar

    Resolution Note (fix version 2018.3):

    The fix has now landed in our various release versions. 2019.2.0a4, 2019.1.0b2 (available approx 1st February), 2018.3.5f1 (available approx 6th February). Thank you for your patience.

Comments (147)

  1. 95cfe7fd4e884b0551712b76f8de72be?d=mm


    Jan 18, 2019 22:22

    We actually hooked into the PlayerLoopSystem and disabled all particle related loops and saw the issue go away.... but we don't have particles. It is a useful high level switch to turn particles off so non-art devs can keep moving.

  2. 4d77ef840b5f005369801b7c2da69234?d=mm


    Jan 18, 2019 17:11

    Thx for thx for the update Richard. Any news on if a possible solution has been found?

  3. 4d77ef840b5f005369801b7c2da69234?d=mm


    Jan 18, 2019 13:44

    Thx for thx for the update Richard. Any news on if a possible solution has been found?

  4. 85f86a16c477dca3280a348adaf8d591?d=mm


    Jan 18, 2019 11:26

    Yes, you are not alone. You can tell by the number of votes.

    My current workflow is:
    - Disable all particle systems and work on the rest of the project fine
    - If I need the particle systems, restart Unity after 2 times I hit Play, when RAM usage is around 30GB (!)

  5. 7f13c2609ade1034b0eab69f8e485e5a?d=mm


    Jan 18, 2019 09:09

    Pew.. finally found a thread about this. It's really dramatically - if we start playmode once, everything seems to be fine. If we start playmode a second time our memory usage increases until it's full. We can't do anything right now, computers are crashing when we are closing a build after like 10 minutes runtime. High prio on this please!

  6. Ffbed214ed2c3a124dcd4811eb0f99f9?d=mm


    Jan 17, 2019 22:12

    Still occuring in 2018.3.2f1 unfortunately. Expected as the release notes didn't suggest otherwise though.

  7. Ced9fac7af09d8933b3f06d8d5111426?d=mm


    Jan 17, 2019 19:30

    has anyone tested on 2018.3.2 ?
    I'm using 2018.3.1f1 and really hoping for a fix soon.

  8. 15eaf40163fef4319473544a81334b12?d=mm


    Jan 17, 2019 18:48

    @ApeSoup: Well, that's disappointing. Thank you for verifying that.

    @RichardKettlewell: Is there an estimate on when this issue might be fixed? I was hopeful we might see it patched in 2018.3.2, and while that build has a lot of good fixes in it, I don't see VR bugs mentioned anywhere.

  9. B181d45c4808017ecd804d852fa5472b?d=mm


    Jan 17, 2019 15:07

    One of the reasons I wish unity was open source is because this would be posted as an issueo on GitHub and we all could have helped find a temporary solution while waiting for the official one. Sucks this one does under the radar for 2 months. Glad to hear the fix is under way.:D

  10. 3747c31b3b679fbfaf1d157286bfa431?d=mm


    Jan 16, 2019 23:48

    Good to see that this is being investigated.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.