here’s a link to where i initially discussed the issue
im not sure but i think its related to the new unity version because i have never had this issue when using previous veriosn
Thank you for creating a separate thread. This seems to be a different issue. Please log a new bug report and share the IN-XXX number here. ![]()
Include the device you’re testing on and the previous version where the issue was not present.
Alright will do
CASE IN-123025
here you go
I noticed Turning off Multithreaded Rendering Stops the issue
i also think it has something to do with graphics jobs but i have not done enough testing
I just did some more testing
it was not multithreaded Rendering
The Culprit is Graphic Jobs Mode : Split
can anyone help me confirm this in unity 6000.2.7f2
Thank you, I can confirm we received the ticket. It currently sits with the QA team for initial review. They’ll start working on it as soon as someone is available. I’ll keep an eye on it and assist as needed.
I just Got some More Updates on this.
i noticed it just was not working When trying to replicate the issue on a fresh project (by not working i mean the bug was not showing up)
then i tried replicating the issue on my project in a fresh scene in a minimalistic way ,and it wasn’t working either
then i suspected the Mesh Combining and Blend shape baking i was doing at runtime was somehow causing it ,so i disabled my player model and built the game , and the issue was gone
then i enabled my player model and built the game and the issue was back
so the problem lies somewhere in how i am baking skinned meshes, combining bones and baking blendshapes at runtime
ill do a little more research till i pin point the exact cause and share some updates but i would appreciate a little pointer to guide me in the right direction as i dive in to debugging this
maybe i need to upload the new mesh data to the GPU ? or something
looking forward to a response
Thanks for investigating further! It seems like this could be a timing issue. Are these mesh modifications happening every frame?
You mentioned the issue occurs only with GPU batched mesh deformation, while the regular GPU path works fine. It’s possible the mesh modifications finish after we’ve constructed our batches, leading us to use old data. You could try to ensure all mesh modifications are completed in LateUpdate and see if this helps.
This is just a theory, though. It could be unrelated, with mesh combining could also introduce enough delays that a timing conflict is created between systems.
All the Mesh Modifications are handled at the Start Function , Although it is Async and Uses Jobs and Burst so I’m guessing that Caused the Timings to mess up
i could share some code if you Wouldn’t mind
I believe someone contacted you about uploading the project or a reproduction for the bug report (IN-123025). This will help us replicate and address the issue. It’s also the best place to share any code.
Yeah
i am still making Sure the issue can be replicated on a fresh project before submitting it
Hi, quick update: we’ve identified the changes that caused this issue. We don’t have a fix yet and it may still take some time, but I wanted to keep you informed and thank you again for the clear reproduction.