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0
Found in
6000.0.57f1
6000.2.3f1
6000.3.0b1
6000.4.0a1
Issue ID
UUM-117274
Regression
No
Particles spawn at the same position when using raw byte address buffer in VFX Graph
Reproduction steps:
1. Open the attached “IN-111503” project
2. Open the “Scenes/Levels/Level05_LevelPainting” Scene
3. Enter the Play Mode
4. Press the TILDE key ({{~}}) in the Game View
5. Observe the particles
Expected result: Particles spawn, spreading over an arc
Actual result: Particles spawn in the same place
Reproducible with: 6000.0.57f1, 6000.2.3f1, 6000.3.0b1
Reproducible on: Windows 11 (RX 6800XT)
Not reproducible on: Windows 11 (RTX 3070Ti)
Workaround:
In the “PaperCastle/Fire/FireSpreadViewSystem.cs” Script (line: 80) change “GraphicsBuffer.Target” from “Raw” to “Structured”.
Note:
- Issue only reproduces using an AMD GPU
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Resolution Note:
The workaround proposed, declaring the buffer as structured, is actually the correct fix.
As described on the documentation, GraphicsBuffers used with Sample Graphics Buffer operator must be structured:
https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.4/manual/Operator-SampleBuffer.html
"The Sample Graphics Buffer Operator enables you to fetch and sample a structured buffer. A structured buffer is a GraphicsBuffer created using the Structured target.''
With Raw, things like padding and alignment can change per-platform, and behavior is undefined.