Search Issue Tracker
Fixed in 2017.2.X
Votes
0
Found in
5.6.1p1
Issue ID
913828
Regression
No
[DrawMeshInstancedIndirect] ComputeBuffer set to MaterialPropertyBlock doesn't take effect when drawing a mesh
To reproduce:
1. Open attached project
2. Open "test" scene
3. Hit play and notice that mesh is drawn in gray color
4. Select "test" game object in hierarchy and disable "Use Property Block"
5. Now hit play and notice that shape is drawn in red color
Expected: In both situations mesh color is red because the only difference is how compute buffer is set (directly or not).
Actual: When color is set through MeterialPropertyBlock with ComputeBuffer it doesn't effect Graphics.DrawMeshInstancedIndirect.
Reproduced with : 5.6.0a3, 5.6.0b10, 5.6.0f3, 5.6.1p1, 2017.1.0b6, 2017.2.0a1
Was not able to test on earlier versions of Unity because of not available features, which were introduced in 5.6 version.
Workaround: Setting compute buffer to a material with Material.SetBuffer (directly).
Fixed in 2017.2.0a2
Backported to: 5.6.2p3, 2017.1.0f3
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UnityLinker causes crash when outputting snapshot data for very large projects
- Camera Preview does not detect multiple cameras with same GameObject name
- Crash on TypeTreeIterator::Children() when renaming a corrupted asset while Asset Serialization is set to Mixed
- Cameras (Camera.targetDisplay) render only to Display 0 in the Player when Multi-Display setup is used and DX12 API is set
- [Vulkan] _CameraOpaqueTexture produces a feedback effect on Android Adreno devices when using Vulkan
marwi
Jan 06, 2018 14:28
This is working for me in 2017.2.1f1 but its broken again in 2017.3.0f3 and 2018.1.0b1