Search Issue Tracker
Won't Fix
Votes
0
Found in
2020.3.44f1
2021.3.18f1
2022.2.5f1
2023.1.0b2
2023.2.0a1
Issue ID
UUM-26768
Regression
No
Texture2D.CreateExternalTexture using unnecessary delay before reference counting for external textures when using D3D11
How to reproduce:
1. Open the project "IN_30220"
2. Download the "test.jpeg" image
3. Open the "Texture Loader" script
4. Change the path in line 39 to the path where you saved the “test.jpeg” image
5. Enter the Play Mode
6. Observe the Console
Expected result: no info messages indicating delay before RefCount increase
Actual result: info messages indicating delay before RefCount increase
Reproducible with: 2020.3.44f1, 2021.3.18f1, 2022.2.5f1, 2023.1.0b2, 2023.2.0a1
Reproducible on: Windows 10 Pro
Notes: reproducible using D3D11 Graphics API
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
- Crash on ResizeScriptingList<ScriptingObjectPtr> when passing an undeclared variable to the results parameter for GameObject.FindGameObjectsWithTag
- [Android] "Screen.safeArea.y" always returns values outside of the Safe Area when the device is in Portrait orientation
- Frame spike due to many TreeRenderer.TreeUpdated calls when repositioning terrains in large Scenes
- Crash on GameObject::RemoveComponentFromGameObjectInternal when reparenting Text GameObjects
- [IL2CPP-GarbageCollector] Changing GCMode might permanently disable GC in a multithreaded context
Resolution Note:
This is due to the threaded separation between the mainthread and the renderthread. While it would be possible to introduce an exception for DX11 the prioritization of this would realistically be so low that we couldn't start working on it for the foreseeable future.