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Won't Fix

Votes

1

Found in

2018.4

2019.1

2019.2

2019.3

2019.3.0b3

Issue ID

1186522

Regression

No

[Vulkan] GameObjects start appearing and dissappearing when DrawMeshInstancedIndirect Renders more than 252324 3D GameObjects

Android

-

Steps to reproduce:
1. Opens user's attached project
2. Build it
3. Run it on Android a device
4. Notice how the Cubes in the Scene are disappearing and appearing

Expected results: DrawMeshInstancedIndirect Renders more than 252324 3D GameObjects
Actual results: GameObjects start appearing and disappearing when DrawMeshInstancedIndirect Renders more than 252324 3D GameObjects

Reproducible with: 2018.4.0f1, 2019.1.14f1, 2019.3.0b5,

VLNQA00166, Huawei P20 (EML-L29), Android 8.1.0, CPU: HiSilicon Kirin 970, GPU: Mali-G72
VLNQA00128, Samsung Galaxy Note8 (SM-N950F), Android 9, CPU: Exynos 9 Octa 8895, GPU: Mali-G71

Not Reproducible with:
VLNQA00277, Asus ROG Phone (ASUS_Z01QD), Android 8.1.0, CPU: Snapdragon 845 SDM845, GPU: Adreno (TM) 630
VLNQA00003, Razer Razer Phone (Phone), Android 8.1.0, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00278, Xiaomi - (Redmi Note 7), Android 9, CPU: Snapdragon 660, GPU: Adreno (TM) 512
VLNQA00272, Samsung Galaxy S10+ (SM-G975U), Android 9, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640

Notes: 2017.4 fails to compile scripts, therefore the project cannot be built. The project fails to build in 2020.1. DrawMeshInstancedIndirect seems to not render objects on these devices

VLNQA00136, Samsung Galaxy S9+ (SM-G965F), Android 8.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00165, Samsung Galaxy S7 (SM-G930F), Android 7.0, CPU: Exynos 8 Octa 8890, GPU: Mali-T880

  1. Resolution Note (2020.1.X):

    This particular case has been investigated thoroughly and we have decided, in the interests of protecting the stability and features of Unity for users that rely upon the affected versions, to not address this fix for the time being.
    The issue is related to some internal limitations of Mali GPUs when using very large geometry loads. You could try invoking a smaller batch with DrawMeshInstancedIndirect in a render pass.
    We understand that this will cause problems for some users, and so may address in a future version.

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