Search Issue Tracker
Fixed
Fixed in 2022.2.3f1, 2023.1.0a6
Votes
5
Found in
2020.3.40f1
2021.3.11f1
2022.1.16f1
2022.2.0b10
2023.1.0a5
Issue ID
UUM-17160
Regression
No
Undefined Behaviour with Vulkan and URP on Android Platforms when using Camera Framebuffers
Reproduction steps:
1. Open the user’s attached project “case-0000000.zip”
2. Build and Run the project using an Android build
3. Observe the Images being rendered on the wall
Expected result: Camera 1, Camera 2, Camera 3 Render their own respective images - should be identical to the Editor.
Actual result: Erratic behavior - either nothing is rendered or the wrong Image is being rendered.
Reproducible with: 2020.3.40f1, 2021.3.11f1, 2022.1.16f1, 2022.2.0b10, 2023.1.0a5
Not reproducible with: 2023.1.0a6, 2023.1.0a15
Reproducible on these devices:
Oculus (Quest 2), Android 10, CPU: Snapdragon XR2, GPU: Adreno (TM) 650
Notes:
When performing a manual render with a camera, the URP RenderPipelineManager.endCameraRendering delegate is invoked to run custom code that captures data from a camera's framebuffer at the end of the frame it is instructed to do so. In the Editor, this works as expected and it can be seen on the `RawImage` objects in the scene, and the output JPEGs in %AppData% that this is certainly the case. However, upon building an .apk file, this is not the case. It appears that the data is not captured (framebuffer is null), or in some cases, it is still being written to (approximately 50% of required data written from framebuffer. The percentage value has no particular significance, it is just what was observed in testing. Results may vary).
Other cases also show that another camera's framebuffer is being accessed when it should not be so (the order of captures are out of chronological order as defined in the CameraController.cs script). A comparison in Editor versus Player should clear up any confusions with the explanation if any.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Unity crashes during the scene template selection in the "Inspector" tab
- [Android] [iOS] [UnityWebRequest] Requests with "UnityWebRequest" are open for SSL Proxying
- SetWindowsHookEx does not prevent Windows key input when Editor or Player Window is focused and Active Input Handling is set to “Input System Package (New)” or “Both”
- Crash on GetEffectiveBc7TextureCompressor() when loading and unloading all Assets in the Project
- Terrain Masks do not ignore the mipmap limit
Add comment