Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

ANOTHER! Speed Tree Transition bug

Discussion in '5.4 Beta' started by o1o101, Jun 8, 2016.

  1. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    I am experiencing another Speed Tree bug, I built my project to my iPhone 6s, and not only am I having the issue with the billboard scaling, but in the middle of the transition the tree glitches out super strangely.. I will attach a screenshot. Could I get an official response on this? Is it a known bug?

    Thanks! IMG_2077.jpg
     
  2. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    Also, this does not happen in the editor, only on my iPhone...
     
  3. zeroyao

    zeroyao

    Unity Technologies

    Joined:
    Mar 28, 2013
    Posts:
    169
    Can you file us a report with this scene?
     
  4. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    Yea sure, I also tested on a iPhone 5s, and the glitch is present but much less noticeable and different. The first screenshot was taken a iPhone 6s.
     
  5. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    One more question, are all the billboards for one type of tree meant to batch into 1 drawcall/batch.. I have 3 types of trees, probably about 50 of them each, all are billboards, and i'm getting around 15-20 drawcalls. Shouldn't it just be 3? Is this also a bug? Is there a way to improve this?
    Thanks!
     
  6. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    @zeroyao Sorry, more like 100 each, here is a screenshot.
    upload_2016-6-10_11-37-24.png
     
  7. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    Another issue, on our Samsung Galaxy s5, some billboards seem to only render half of the billboard..
     
  8. zeroyao

    zeroyao

    Unity Technologies

    Joined:
    Mar 28, 2013
    Posts:
    169
    Hi,

    Sorry please let me know the case number of your first issue.

    For the billboard batching, since Unity has other kind of batching criteria (like depth bucketing) it is not always perfectly batched together by billboard type. It seems to me that 15 drawcalls is not too bad. Reducing it to 3 probably won't give you much performance boost.

    Also, if you have more issues please report them with a repro. If it's urgent please DM me and attach the repro to your original case. Bug fixes are always of top priority, but we also have features to work on and can't really dive into debugging just by guessing what scene setup could probably reproduce your case...
     
  9. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    Hey Zeroyao, I really appreciate the response. When trying to keep our games running on older phones, 15-20 drawcalls for trees is a lot unfortunately. Even though it is not a lot, if there was a way to improve it, that would be amazing. Also, that sounds good, I will report the bugs, and if I find something urgent, I will send you a DM.

    Thanks!
     
  10. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    639
    Is there anything that could improve the batching of these billboards?
     
  11. zeroyao

    zeroyao

    Unity Technologies

    Joined:
    Mar 28, 2013
    Posts:
    169
    I don't know of any.
     
  12. zeroyao

    zeroyao

    Unity Technologies

    Joined:
    Mar 28, 2013
    Posts:
    169
    In case anyone is still being bothered by this rendering bug posted at the top, it is fixed in RC1.
     
    moure likes this.