Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Join us on Thursday, June 8, for a Q&A with Unity's Content Pipeline group here on the forum, and on the Unity Discord, and discuss topics around Content Build, Import Workflows, Asset Database, and Addressables!
    Dismiss Notice

Bug Build for iOS not working.

Discussion in '2022.2 Beta' started by VentaGames, Oct 10, 2022.

  1. VentaGames

    VentaGames

    Joined:
    Jul 9, 2021
    Posts:
    81
    Hello,
    I've been fighting this for a week already.
    I just exported the build for iOS and it failed to render my 3D level. All other menus are ok.
    With enabling Metal API validation it stops with
    UnityGFXDeviceWorker (38): signal SIGABRT

    Logs:
    Code (log):
    1. Setting up 1 worker threads for Enlighten.
    2. _MTLDebugValidateDeferredStoreActionOnDevice:4003: failed assertion `Deferred Store Action Validation
    3. storeAction unsupported for Memoryless attachment.
    4. '
    5. _MTLDebugValidateDeferredStoreActionOnDevice:4003: failed assertion `Deferred Store Action Validation
    6. storeAction unsupported for Memoryless attachment.
    7. '
    8. (lldb)
    This happened on 2022.2.beta 7 through 10
    I'm using Forward+ render path.
    Multithreaded rendering (I've tried to disable this with no luck)

    P.s. I know it is hard to say something using so less info, but maybe some ideas on what and where i can dig into solving this?
    Btw: android builds are working w/o any problems.

    Thanks in advance.
     
  2. smallrainf_1992_

    smallrainf_1992_

    Joined:
    Nov 13, 2022
    Posts:
    2
    Because Memoryless only supported on iOS/tvOS 10.0+ Metal and Vulkan(https://docs.unity3d.com/ScriptReference/RenderTextureMemoryless.Depth.html),so android will fine.If you use or customized URP package,you should check all CommandBuffer.GetTemporaryRT(),maybe something like:cmd.GetTemporaryRT(rt, width, height, 8, FilterMode.Point, format, 1, false, RenderTextureMemoryless.Depth),when depthbuffer not zero,storeaction will conflit with Memoryless.