Hi everyone,
I’ve been facing an issue with Unity’s LineRenderer when trying to draw a trajectory with a large number of points. Here’s what I’ve observed:
- Vulkan: The curve starts flickering or disappearing at 174,763 points.
- OpenGLES3: The flickering issue is resolved, but the app crashes when rendering around 340,000 points.
Details:
- Unity version: 2022.3
- Tested devices: Galaxy S10 and Galaxy S24 (both reproduce the problem).
- Graphics API: Vulkan and OpenGLES3 (results differ, as described above).
- Additional observations: Splitting the trajectory into smaller segments does not resolve the issue.
What I’ve Tried:
- Switching between Vulkan and OpenGLES3 (as mentioned, both have different issues).
- Testing with various materials, shaders, and rendering settings for the LineRenderer.
- Simplifying the curve to ensure it’s purely a LineRenderer issue and not related to other logic.
Questions:
- Is there a known point limit or rendering bottleneck for LineRenderer on Android, especially when using Vulkan or OpenGLES3?
- Are there alternative approaches or optimizations for rendering trajectories with such a large number of points?
Any advice, insights, or suggestions would be greatly appreciated. Thanks in advance!