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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

Graphics - General

-

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

Comments (4)

  1. BenjaminBachman

    Feb 12, 2019 08:56

    Not resolved in Unity 2018.3.0.

  2. 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

  3. 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?)

  4. 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?)

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