Search Issue Tracker
By Design
Votes
1
Found in
2017.4.0f1
2018.3.0a1
2018.4.2f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1166114
Regression
No
SkinnedMeshRenderer is updated for a Camera when it's culling mask does not intersect the renderer
How to reproduce:
1. Open the attached "SkinnedMeshPerformance.zip" project
2. Open the Profiler window
3. Enter Play mode
4. Inspect the Camera.Render calls in the Profiler
Expected results: Only a single Camera.Render call contains a SkinnedMeshFinalizeUpdate call
Actual results: All Camera.Render calls contain a SkinnedMeshFinalizeUpdate call
Reproducible with: 2017.4.29f1, 2018.4.3f1, 2019.1.8f1, 2019.2.0b8, 2019.3.0a8
Comments (1)
-
LazloBonin
Nov 18, 2024 20:31
Is there a way to circumvent this for performance reasons? When multiple cameras are in use in a scene with a significant amount of skinned meshes that they don't render, this behaviour massively impacts performance.
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
- Shader Graph Node information is briefly displayed in Graph Inspector when clicking on Category in the Blackboard
- Module installation fails with "Download failed: Validation Failed" errors when using beta.2 Hub version
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Shader Graph Category dropdown cannot be expanded/collapsed when clicking on the text
- Different text alignment in the column header in Entities "System" window
Resolution Note (2019.3.X):
The selection of what render layer mask to apply happens _after_ culling. This is intentional as it allows the same culling result to be used with different render layers selected (i.e depth only vs opaque tag).