SRP Batcher issues on Android (LWRP)

I’ve been trying to upgrade a project to the new LWRP and everything was going well on the editor.
Then, when I tested it on the Android device the meshes were all over the place, stretched, badly positioned and scaled, maybe invisible, and whatever else. It was a complete mess.
The same does not happen on iOS.
After some tests, I turned off the SRP Batcher(Experimental) and, apparently, it all came back to normal.

Also, might be unrelated, but when I try to frame debug the scene with LWRP my editor keeps logging loads of warnings:

Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations

Here are some prints comparing SRP Batcher ON/OFF
It seems that, mostly, the elements in the scene are being repositioned somehow, but I’m not exactly sure why this is happening.

ON:

OFF:

Which Unity and LWRP versions are you using?

I’m using Unity 2019.1.7f1 and LWRP 5.7.2

Please make a bug report so that we can investigate this then.

Same issue, LWRP 5.7.2, Unity 2019.1.8f1 and 2019.2.0b6. All meshes draws at zero pos and rotation after enabling SRP batching.

Submitted the bug report (Case 1166303)

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I have a similar issue. With SRP Batcher on, non static meshes are drawn at world zero position. Static meshes are drawn with the correct position.

Unity 2019.1.8f1, LWRP 5.7.2

I can confirm this issue. Took me a lot of time to find this specific thread. In my case all my non-UI texts were being distorted (completely wrong position and size). After several hours of debugging I found out the option “SRP Batcher (Experimental)”, disabled it and it worked.

Why on Earth an experimental feature would be enabled by default? Just to get me several bad reviews on the Play Store…