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Bug Burst Occlusion is in broken state

Discussion in 'Graphics for ECS' started by Rukhanka, May 15, 2023.

  1. Rukhanka

    Rukhanka

    Joined:
    Dec 14, 2022
    Posts:
    163
    I am experimenting with burst occlusion feature, but it is not working from the box. The simplest freshly created HDRP project with a trivial setup (one occluder, one occludee) spits out error messages to the console:
    There is no source code for the NativeArray class, so I cannot understand the source of this issue. But I have replaced NativeArray with NativeList in the corresponding EntitesGraphics source files, and everything become fixed.
     
  2. IsaacsUnity

    IsaacsUnity

    Unity Technologies

    Joined:
    Mar 1, 2022
    Posts:
    95
    Hey Rukhanka, thanks for flagging this. Please note that Burst Occlusion Culling is an experimental feature and we do not support it for production. That said, our teams are aware of this and are sifting through a plan to resolve related Burst Occlusion Culling bugs and issues. We'll share back when there's progress!

    Side note: Congrats on the amazing ECS animation package, it's great stuff!!
     
    Rukhanka likes this.
  3. Rukhanka

    Rukhanka

    Joined:
    Dec 14, 2022
    Posts:
    163
    Thank you for the information.

    Oh. Thank you very much :)
     
  4. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    1,165
  5. Rukhanka

    Rukhanka

    Joined:
    Dec 14, 2022
    Posts:
    163
    Thank you for the information. I have an exception spamming with and without burst enabled state. Changing clippedVerts and clippedTriExtents arrays types from NativeArray to NativeList in UnityOcclusion.cs (and corresponding further job definitions) removes any exceptions and put burst occlusion feature in working state.
     
    apkdev and eggsamurai like this.