Preface: This is on Oculus Quest, not Android phone.
I just spent two days trying to figure out why my procedural instanced rendering wasn’t working on Quest while it worked great in the Editor. It started working normally once I moved the DrawMeshInstancedIndirect call to the Update method.
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I also tried the same with the example from the DrawMeshInstancedIndirect docs page, with same results
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I tried with Single Pass as well as Multi Pass stereo rendering
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I also made sure the shaders are explicitly included in the build and not stripped
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I made sure OnRenderObject is still called (checked by updating a text label)
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I tried attaching the script to various objects, including a camera
So what’s going on here?