4.3 Multithreaded rendering crashes when running on device

Hi,

Wondering if anyone else is experiencing constant crashes when enabling multithreaded rendering in Unity 4.3 and running a build on their device.

Thanks,
Gordon

Hey Gordon our team is experiencing the exact same problem. We were really excited about the multithreaded rendering and it’s a bummer it doesn’t seem to be working at the moment. Unfortunately I have no solutions but just wanted to second your complaint.

here too…
turn it off and it works but it’s not the solution…
I#m still using 4.2.2

I enabled multithreaded rendering and my game doesn’t crash on my Galaxy S4, however my NGUI interface flickers on and off and is stretched and distorted like crazy…

Any ideas why this happens?

Same here !

Do you use latest NGUI version?

I haven’t updated since 4.3 if that’s what you mean. However I also had weird graphical glitches when I look at some of my models too, I would see these warped triangles flashing across entire screen, so I don’t think it has anything to do with ngui specifically.

I’m seeing similar glitches/crashes to everyone on this thread.
I made this post because I thought the problem was OpenGL ES 2.0 vs 3.0: http://forum.unity3d.com/threads/215235-Glitches-crash-on-OpenGL-ES-3-0-devices-when-built-with-Open-GL-ES-2-0

After finding this thread though - it seems more likely to be multithreaded rendering. Tried it and it does indeed fix the problem (at least on my Nexus 5). Toggling between ES 2 and 3 fixed the problem too - but given everyone else’s posts in this thread, I reckon this is more likely the issue.

I also am a NGUI user - running Unity 4.3.1 f1 and NGUI 3.0.6 f6 (both are the latest released versions as of 2013-12-06).
Though for the record, I’ve also seen Vectrosity have rendering issues with this too, so it’s not just NGUI. Both of those assets introduce new cameras, maybe it’s something to do with that.

guys, multi-threaded rendering is still a bit experimental feature. Please report bugs with repro projects (preferably smaller ones ;-)) so we can debug it

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I’ve got no problems with bugs - stuff happens.

But am I crazy, or is this feature automatically switched on by default when you upgrade to 4.3?
Why would you default an experimental feature to on?

If you want to include paying customers in your beta test team - ask first.
Tracking this down has cost me a bunch of time I really could have used elsewhere.

ok, first of all i should have put experimental in quotes probably - i just meant that it is first release with it and the thing in itself is very complicated so it is expected to have some bugs
As for switching on by default: i think this is a bug by itself. At some point MT rendering option was shared between multiple platforms so it was enabled by default. But then i fixed it so mobile platforms have separate path (and disabled by default). Though i honestly dont remember was it supposed to be in 4.3 or 4.3.1

It seems 4.3.3 is still flickering.

yeah, It still happens in Unity 4.3.3.

It seems to happen on OpenGL ES 2.0 target and enabled Multithreaded Rendering.
I switched target to OpenGL ES 3.0, my project ran well on my Nexus7(2013).

Just curious. Are you able to publish to a Droid 2 or any phones like it?

Has anyone validated whether this is still occurring? Would love to be able to enable MT again. I was never able to get it to occur on my device, but others on my team were - I would like to avoid using them as guinea pigs if others can confirm.

It’s still happening. Please submit bugs. This appears to be a very low priority feature to fix, but maybe more bug reports would move it along.

I was still getting the issue with Unity build 4.3.4. Then I upgraded the Android OS from 4.3 to 4.4.2. At that point, the instance of MTR crashing that I was consistently able to reproduce ceased to be reproducible. Unfortunately requiring Android OS 4.4.2 is not an option.

When multithreaded rendering is enabled our game crashes just after Unity splash screen (logcat: call opengl ES api with no current context) on Samsung Galaxy S3 MINI but works fine on Samsung Galaxy S3. When disabled, it doesn’t crash anymore.

Can anyone from Unity shed some light on this? We want to enable mtr for our game, but this and some other threads are scaring us a bit. Im particularly interested in the questions below, but any additional information would be highly appreciated.

Any information on which devices, firmware, or combination thereof suffer from these issues?
Any information on what triggers these problems and how to work around them?
Are there fixes in recent or upcoming Unity versions?

I would suggest that you wait for Unity 4.5 before doing that.