Search Issue Tracker
By Design
Votes
0
Found in
5.5.0b5
Issue ID
834316
Regression
No
[Terrain/Batching] Dynamically batched draw calls are shown for Speedtree billboards when dynamic batching is disabled
Steps to repro:
1. Open Unity;
2. Create new project;
3. Import attached package and open 'test' scene;
4. Go to PlayerSettings (Edit ->Project Settings -> Player);
5. Expand 'Other Settings' tab;
6. Disable 'Dynamic Batching' checkbox by ckicking on it;
7. Launch the scene;
8. Open Frame Debugger (Windows -> Frame Debugger);
9. Click Enable button;
10. Expand Drawing -> Render.OpaqueGeometry -> RenderForward.RenderLoopJob dropdown list;
11. Observe the draw calls.
Actual result:
Dynamic draw call is shown for SpeedTree billboards (see attached actual.png screenshot).
Expected result:
All SpeedTree billboards should be rendered separately with one draw call each if Dynamic batching is disabled.
Notes:
- Reproducible in 5.5.0b5, 5.4.1p2, 5.4.0f3, 5.3.6p2;
- Reproducible on OSX 10.11.6;
- Not reproducible for SpeedTree meshes;
- Not reproducible for simple gameobjects (Cubes, Spheres).
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Errors "InvalidOperationException: Trying to use a texture (_InternalGradingLut)..." and “Render Graph Execution error” shown and Scene turns black when 16 or more Render Objects are used
- GameObjects in the Game View are rendered differently than in the Scene View when the Rendering Path is set to "Deferred" and Screen Space Shadows Renderer Feature is added
- Errors “InvalidOperationException: Trying to use a texture (_CameraDepthTexture)...” and “Render Graph Execution error” shown when selecting GameObjects with Mesh Renderer from the Hierarchy
- macOS stutters in a minimal project
- [Usability] HDRP Wizard calls for VR fixes when opening the HDRP Wizard a second time after they have already been applied and the Wizard has finished checking
Add comment