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The status is still that we cannot reproduce the crash and we don’t know if the change made in 2022 solves the issue.
Would it be possible to get a repro project for this? Is it feasible to strip down the project?
Can you please also try OpenGL ES instead of Vulkan on that device? Does this also happen with an empty Unity project?
Can anyone please create a bug report with repro project for the crash on Quest 2?
The fix for the issue I mentioned above already landed. It could be that it didn't address the root cause of the issue, or it's a different bug...
We worked around an Adreno driver issue to fix a crash...
Than phone seems to have a Mali 400 GPU. It should be supported in Unity 2022 if you enable OpenGL ES 2.0. Please note that OpenGL ES 2.0 support...
Not sure what's causing this. A common issue that people run into is that framebuffer content is undefined at the beginning of a frame and on...
Btw I did create an internal ticket for the issue you described here but there is no direct way for you to track this.
I believe the default `DrawTexture` material that is used in `RenderBackdrop` enabled alpha blending. Maybe the result is blending on top of an...
Public feature requests should go to...
This request makes sense, we should be able to add this. A potential workaround could be to use the hooking api of the Vulkan plugin api and use...
In 2020.3 Graphics API Auto should do what's documented in https://docs.unity3d.com/2020.3/Documentation/Manual/class-PlayerSettingsAndroid.html....
There is a backport in progress to 2021.3. It has not been merged to the release branch and is still in review. If it does get merged within one...
@anthonyatmerri That's a known issue and it was recently fixed and backports are in progress. We just bug ticket (UUM-7112) public so you can't...
To always use Vulkan if there is a driver on the device you can either remove GL ES from the list of Graphics APIs or you can use the...
In Unity 2021 we no longer use Vulkan by default on Midgard Mali devices (Mali T-7xx, T-8xx).
Do you know which devices are affected?
I can’t remember seeing a crash in UseTexture. You could try to disable GraphicsJobs. Crashes in DataBuffer::CreateResource were fairly common...
As a workaround you could force use of OpenGL ES on the affected device using the mechanism described here...