# GPU Bindless resources support

**URL:** https://discussions.unity.com/t/gpu-bindless-resources-support/1541734
**Category:** Lighting & Global Illumination
**Tags:** Ray-Tracing, Textures, Question, 6.0
**Created:** [October 23, 2024, 4:09pm UTC](https://discussions.unity.com/t/gpu-bindless-resources-support/1541734 "2024-10-23T16:09:27Z")
**Posts on this page:** 6
**Page:** 1

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### Author: ![guoxx](https://avatars.discourse-cdn.com/v4/letter/g/bb73d2/32.png) [@guoxx](https://discussions.unity.com/u/guoxx)
#### Post date: [October 23, 2024, 4:09pm UTC](https://discussions.unity.com/t/gpu-bindless-resources-support/1541734/1 "2024-10-23T16:09:27Z")

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When will Unity support bindless resources? I believe this is crucial for developing high-performance graphics systems and essential for expanding the use of inline ray tracing.

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### Author: ![BlankMauser](https://avatars.discourse-cdn.com/v4/letter/b/c5a1d2/32.png) [@BlankMauser](https://discussions.unity.com/u/BlankMauser)
#### Post date: [October 26, 2024, 12:44pm UTC](https://discussions.unity.com/t/gpu-bindless-resources-support/1541734/2 "2024-10-26T12:44:06Z")

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I second this as well. Theres also limited documentation on sparse virtual texturing and mega textures in general. If Unity is truly trying to support larger open worlds I think these features would be helpful.

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### Author: ![HydrogenC](https://avatars.discourse-cdn.com/v4/letter/h/bc8723/32.png) [@HydrogenC](https://discussions.unity.com/u/HydrogenC)
#### Post date: [September 26, 2025, 2:31am UTC](https://discussions.unity.com/t/gpu-bindless-resources-support/1541734/3 "2025-09-26T02:31:37Z")

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Yes. Bindless is widely leveraged in triple-A open world games. Would be glad to at least see this on the roadmap.

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### Author: ![Meetem](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/meetem/32/950995_2.png) [@Meetem](https://discussions.unity.com/u/Meetem)
#### Post date: [October 11, 2025, 5:50pm UTC](https://discussions.unity.com/t/gpu-bindless-resources-support/1541734/4 "2025-10-11T17:50:27Z")

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There’s my hacky plugin (DX12+WIndows only though, at least while there’s no request for more):

> <https://x.com/Meetem4/status/1977024587482464706>

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### Author: ![Selmar](https://avatars.discourse-cdn.com/v4/letter/s/258eb7/32.png) [@Selmar](https://discussions.unity.com/u/Selmar)
#### Post date: [December 12, 2025, 6:19am UTC](https://discussions.unity.com/t/gpu-bindless-resources-support/1541734/5 "2025-12-12T06:19:07Z")

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I don’t work on any open-world games nor ray tracing, but do I regularly encounter problems that would have better solutions if I had access to bindless textures.

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### Author: ![KuanMi](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/kuanmi/32/482846_2.png) [@KuanMi](https://discussions.unity.com/u/KuanMi)
#### Post date: [December 28, 2025, 4:32am UTC](https://discussions.unity.com/t/gpu-bindless-resources-support/1541734/6 "2025-12-28T04:32:24Z")

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First of all, thank you so much for this plugin! It’s an amazing piece of work and has been working flawlessly for me in Unity 2022.

I am currently trying to move my project to Unity 6.3, but I’ve encountered a strange issue with the command list hooking. It seems that the hook only triggers for a few random frames; in most frames, the bindless resources fail to patch correctly.

Interestingly, I found a workaround: if I launch Unity with the -force-d3d12-debug flag, everything works perfectly and the plugin becomes stable again.

Have you tested the plugin with Unity 6, or do you have any insights on why the hook might be intermittent in newer versions? Any advice would be greatly appreciated!
