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By Design
Votes
0
Found in
5.6.2f1
Issue ID
928664
Regression
No
When Android is selected as the target platform, Compute Shaders cannot be used in editor on Windows
Steps to reproduce:
1. Open the attached project
2. Switch platform to Android
3. Open any scene in the project
4. Play the scene
5. Observe the error in Console Window
Note:
Also, not the error when using the Dispatch method
Platform does not support compute shaders
UnityEngine.ComputeShader:Dispatch(Int32, Int32, Int32, Int32)
ParticlesArea:Update() (at Assets/Cocuy/Scripts/ParticlesArea.cs:212)
Workaround:
Go to Edit -> Graphics Emulation and select "No emulation"
Actual results: Error is thrown
Expected results: Graphics emulator should run the compute shaders normally
Reproduced with: 5.5.4p4, 5.6.2p2, 2017.1.0f3, 2017.2.0b3
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BenjaminBachman
Feb 12, 2019 08:56
Not resolved in Unity 2018.3.0.
lmbarns
Dec 26, 2018 23:43
I'm getting this on 2018.3 with platform PC Standalone >> Windows x86_64, dx11 set in player settings and a Nvidia gtx 1070
loki-of-mute
Dec 08, 2018 00:16
not resolved on Unity 2018.2.18f1. Still does not work in editor, while it runs fine on android device. Is this bug incorrectly marked as 'resolved', but not actually resolved? (was not able to select OpenGL ES 3.1 in emulation, nor Vulkan, while this is possible in player settings... confusing! Nothing about this in docs, as far as I can read under Compute Shaders, or what did I miss?)
loki-of-mute
Dec 08, 2018 00:16
not resolved on Unity 2018.2.18f1. Still does not work in editor, while it runs fine on android device. Is this bug incorrectly marked as 'resolved', but not actually resolved? (was not able to select OpenGL ES 3.1 in emulation, nor Vulkan, while this is possible in player settings... confusing! Nothing about this in docs, as far as I can read under Compute Shaders, or what did I miss?)