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Won't Fix
Votes
0
Found in
2017.3.0b3
Issue ID
956003
Regression
No
[WebGL2.0][Instancing] GPU Instancing does not work in Editor if current target platform is WebGL
Prerequisites:
You'll need to have Unity Editor + WebGL support installed.
Steps to repro:
1. Open attached project and 't1' scene;
2. Open Profiler window (Window -> Profiler);
3. In the opened Profiler window click 'Profile Editor' button;
4. Open Rendering tab in Profiler window;
5. Observe that there are Batched Draw calls within '(Instancing)' section;
6. Open Build Settings window (File -> BuildSettings);
7. In the opened Build Settings window select 'WebGL' and click Switch platform;
8. Observe Batched Draw calls.
Expected result:
There should be batched (Instanced) draw calls for WebGL 2.0.
Actual result:
Draw calls are not batched with GPU Instancing (see attached video).
This outcome is inconsistent with other Graphics APIs supported by GPU Instancing. You may find that Instancing should be supported on WebGL 2.0 here: https://docs.unity3d.com/2017.2/Documentation/Manual/GPUInstancing.html
Notes:
- Reproducible on 2017.3.0b3, 2017.2.0f2, 2017.1.0f3;
- Reproducible only for WebGL platform; not reproducible for DX11;
- Reproducible in both Editor and Standalone player;
- GPU Instancing works on WebGL 2.0 if project was upgraded from older version with instanced shaders.
Comments (4)
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winston1985
Feb 26, 2019 08:18
maybe try this. https://answers.unity.com/questions/1471684/instancing-is-not-supported-why.html?childToView=1606557#answer-1606557
winston1985
Feb 26, 2019 08:03
Had the same problem in 2018.3.6
Ewanuk
Feb 05, 2019 20:17
Why will this not be fixed. You're straight up lying in the Manual, very frustrating.
zulfajuniadi
Oct 04, 2018 05:53
Why is this marked as "Wont Fix". It clearly contradicts with the user manual.