I’m having a discrepancy between game view and player, which I’ve been having forever. It occurs 95% of the times, but I haven’t been able to detect a pattern so far.
In the player:
In the game view:
The log showing shader issues (they occur whether it’s correct or not – unsure if it shows the exact same log entries):
Player.log
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
WARNING: Shader Unsupported: ‘Hidden/Nature/Terrain/Utilities’ - All passes removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
ERROR: Shader Hidden/Nature/Terrain/Utilities shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
WARNING: Shader Unsupported: ‘Universal Render Pipeline/Simple Lit’ - All passes removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
WARNING: Shader Unsupported: ‘Universal Render Pipeline/Lit’ - All passes removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON
Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: fragment, keywords INSTANCING_ON
Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON _ALPHATEST_ON
Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: fragment, keywords INSTANCING_ON _ALPHATEST_ON
Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: vertex, keywords
Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: fragment, keywords
Compiled shader: Universal Render Pipeline/Terrain/Lit, pass: ShadowCaster, stage: vertex, keywords
Compiled shader: Universal Render Pipeline/Terrain/Lit, pass: ShadowCaster, stage: fragment, keywords
Compiled shader: Universal Render Pipeline/Simple Lit, pass: ShadowCaster, stage: vertex, keywords INSTANCING_ON
Compiled shader: Universal Render Pipeline/Simple Lit, pass: ShadowCaster, stage: fragment, keywords INSTANCING_ON
UnloadTime: 6.658403 ms
LoadSceneAsync completed: Scenario
#0 GetStacktrace(int)
#1 DebugStringToFile(DebugStringToFileData const&)
#2 DebugLogHandler_CUSTOM_Internal_Log(LogType, LogOption, ScriptingBackendNativeStringPtrOpaque*, ScriptingBackendNativeObjectPtrOpaque*)
#3 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
#4 mono_jit_runtime_invoke
#5 do_runtime_invoke
#6 mono_runtime_invoke
#7 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool)
#8 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool)
#9 AsyncOperation::InvokeCoroutine()
#10 PreloadManager::UpdatePreloadingSingleStep(PreloadManager::UpdatePreloadingFlags, int)
#11 PreloadManager::UpdatePreloading()
#12 InitPlayerLoopCallbacks()::EarlyUpdateUpdatePreloadingRegistrator::Forward()
#13 ExecutePlayerLoop(NativePlayerLoopSystem*)
#14 ExecutePlayerLoop(NativePlayerLoopSystem*)
#15 PlayerLoop()
#16 -[PlayerAppDelegate UpdatePlayer]
#17 __NSFireTimer
#18 CFRUNLOOP_IS_CALLING_OUT_TO_A_TIMER_CALLBACK_FUNCTION
#19 __CFRunLoopDoTimer
#20 __CFRunLoopDoTimers
#21 __CFRunLoopRun
#22 CFRunLoopRunSpecific
#23 RunCurrentEventLoopInMode
#24 ReceiveNextEventCommon
#25 _BlockUntilNextEventMatchingListInModeWithFilter
#26 _DPSNextEvent
#27 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:]
#28 -[NSApplication run]
#29 NSApplicationMain
#30 PlayerMain(int, char const**)
#31 start
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: vertex, keywords _ALPHATEST_ON
Compiled shader: Universal Render Pipeline/Lit, pass: ShadowCaster, stage: fragment, keywords _ALPHATEST_ON
Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: vertex, keywords _ADDITIONAL_LIGHTS _ENVIRONMENTREFLECTIONS_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP
Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: fragment, keywords _ADDITIONAL_LIGHTS _ENVIRONMENTREFLECTIONS_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP
Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: vertex, keywords _ADDITIONAL_LIGHTS _ALPHATEST_ON _ENVIRONMENTREFLECTIONS_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP
Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: fragment, keywords _ADDITIONAL_LIGHTS _ALPHATEST_ON _ENVIRONMENTREFLECTIONS_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP
System memory in use before: 189.0 MB.
System memory in use after: 189.2 MB.
Unloading 219 unused Assets to reduce memory usage. Loaded Objects now: 2247.
Total: 1.831234 ms (FindLiveObjects: 0.212838 ms CreateObjectMapping: 0.089758 ms MarkObjects: 1.414210 ms DeleteObjects: 0.112180 ms)
Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: vertex, keywords INSTANCING_ON _ADDITIONAL_LIGHTS _ENVIRONMENTREFLECTIONS_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP
Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: fragment, keywords INSTANCING_ON _ADDITIONAL_LIGHTS _ENVIRONMENTREFLECTIONS_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP
Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: vertex, keywords INSTANCING_ON _ADDITIONAL_LIGHTS _ALPHATEST_ON _ENVIRONMENTREFLECTIONS_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP
Compiled shader: Universal Render Pipeline/Lit, pass: ForwardLit, stage: fragment, keywords INSTANCING_ON _ADDITIONAL_LIGHTS _ALPHATEST_ON _ENVIRONMENTREFLECTIONS_OFF _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _SHADOWS_SOFT _SPECULARHIGHLIGHTS_OFF _SPECULAR_SETUP
Running URP 9.0.0 preview 14, macOS Catalina 10.15.4, using an 8GB AMD Radeon Pro 5500M. I’ve also had this issue on my previous machine, also a mac, with AMD graphics card.
What info can I provide to solve this issue?

