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Fixed in 2021.3.43f1, 2022.3.42f1, 6000.0.14f1
Under Consideration for 6000.1.X, 6000.2.X
Votes
12
Found in
2021.3.25f1
2022.2.19f1
2023.1.0b16
2023.3.0b3
6000.0.0b11
6000.1.0a7
6000.2.0a1
7000.0.0a1
Issue ID
UUM-35595
Regression
No
[WebGL] AsyncGPUReadback.RequestIntoNativeArray displays incorrect frame count in WebGL Player when using Chrome or Edge browsers
How to reproduce:
1. Open the “Frame_Count_Bug” project
2. Switch build to “WebGL” (File > Build Settings > “WebGL” > Switch Platform)
3. Build And Run (File > Build And Run)
4. Click on the Button labeled “Render”
5. Observe the label “Frame Count”
Expected result: frame count is around 2-4
Actual result: frame count is around 201-203
Reproduced with: 2021.3.25f1, 2022.2.19f1, 2023.1.0b16
Could not test with: 2020.3.48f1 (Functionality is broken → frame count is constantly displaying “0”), 2023.2.0a14 (Player does not fully load)
Browser reproduced on: Chrome, Edge
Browser not reproduced on: Firefox
Reproduced on: Windows 11
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Resolution Note (fix version 6000.0.14f1):
Fix AsyncGPUReadback delay with WebGL
Resolution Note (fix version 2022.3.42f1):
Fix AsyncGPUReadback delay with WebGL
Resolution Note (fix version 2021.3.43f1):
Fix AsyncGPUReadback delay with WebGL