Search Issue Tracker
Active
Votes
1
Found in
2021.3.47f1
2022.3.55f1
6000.0.32f1
6000.1.0a9
Issue ID
UUM-91617
Regression
No
Graphics.RenderMeshIndirect does not issue multi-draw rendering commands when using a graphics API capable of multi-draw commands
How to reproduce:
1. Open the attached "IN-87308" project
2. Open the "SampleScene" and enter Play mode
3. Navigate to “Window > Analysis > Frame Debugger” and open the Frame Debugger window
4. Enable the Frame Debugger from the window
5. Navigate to “Camera.Render > Drawing > Render.OpaqueGeometry > RenderForwardOpaque.Render > RenderForward.RenderLoopJob” and expand it to reveal the “Draw Mesh” calls
6. Observe the amount of “Draw Mesh” calls inside the Frame Debugger
Expected result: Frame Debugger outputs one “Draw Mesh” call that combines all four of the vkCmdDrawIndexedIndirect calls
Actual result: Frame Debugger outputs four “Draw Mesh” calls
Reproducible in: 2021.3.47f1, 2022.3.55f1, 6000.0.32f1, 6000.1.0a9
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Notes:
* Also reproducible in Player (while using a graphics debugger)
* Reproducible using both Vulkan and DirectX12
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on Material::RemoveUnusedProperties() when removing unused properties from a broken Material Component
- Sprite Atlas Sample variant scene sprites are blurry
- Disabled Shadow Variants are removed from the Player when 'Strip Unused Variants" is disabled and no URP Asset with Disabled Shadows is in Build
- Graphics.RenderMeshIndirect does not issue multi-draw rendering commands when using a graphics API capable of multi-draw commands
- Error "InvalidOperationException: An error occured while deserializing asset reference" is thrown when deserializing a BlackboardVariable that is a dynamically loaded monobehavior
Add comment