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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.
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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).