Search Issue Tracker
Active
Under Consideration for 6000.6.X
Votes
0
Found in
6000.0.69f1
6000.3.10f1
6000.4.0b11
6000.5.0a8
6000.6.0a1
Issue ID
UUM-136054
Regression
No
Multiple D3D12 errors are thrown when playing URP based builds due to D3D12 Depth backbuffer barrier mismatch
How to reproduce:
1. Create and open a new URP Template Project
2. Open any D3D Debug software and turn on Debugging
3. Change Graphics API to DirectX12 ( Edit → Project Settings → Player → Other Settings)
4. Build and Run a Development Build (File → Build Profiles → Development Build → Build and Run)
5. Observe printed out logs in the Graphics Debug software
Actual result: “D3D12 Error: “D3D12CommandList::ResourceBarrier: Before state (0xE0: D3D12_RESOURCE_STATE_DEPTH_READ|…” and additional errors are thrown
Expected results: No Errors or Warnings
Reproducible with: 6000.0.69f1, 6000.3.10f1, 6000.4.0b11 6000.5.0a8
Reproducible on: Windows 11
Notes:
- NVIDIA “Capture D3D debug layer logs” documentation was used as a guideline for reproduction tracking
- Not reproducible with HDRP or Built-In Templates
- Not reproducible with DirectX11
- “DebugView” software was used to capture D3D Debug Layer logs
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment