Search Issue Tracker
Fixed in 7.1.1
Votes
0
Found in [Package]
3.3.0
Issue ID
1048287
Regression
No
Lightweight render pipeline creates unpredictable batches when used with GPU instancing and point or spot light
How to reproduce:
1. Open user's attached project
2. Enter Game mode
3. Enable Frame Debugger
4. Select Frame Debugger's slider and slide it on a second job
5. While stepping forward inside Frame Debugger keep an eye on the Game View
6. Notice how many batches are created with only one GameObject
Expected result: GameObjects are created in similar sized batches
Actual result: GameObjects are created in very random sized batches between 1 - 20+ at a time
Reproducible with: 2018.1.5f1, 2018.2.0b8, 2018.3.0a2
Not reproducible with: 2017.x (Lightweight Render Pipeline introduced in 2018.1)
Note: while using directional or area light type, batches are similar and there are no batches containing only one GameObject
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
- Long Sprite names are not truncated in the Inspector window name label and the preview labels when a Sprite with a long name is selected
- NullReferenceException is logged when undoing Deletion of a Visual Query Block of a Search Expression
- “Unsupported type MinMaxCurve” error and “Could not register property modification for animation binding…” warnings are thrown after moving playhead when Particle System Property is added to Animation window
- Nested LocalizedStrings can not query local variables
- Inconsistent "Mock HMD Loader" naming in the "Project Settings"
Resolution Note (fix version 7.1.1):
Fixed by SRP batcher.