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Bug (Case 1261269) Float16 mesh does not receive any projection from Projector

Discussion in '2020.1 Beta' started by Kichang-Kim, Jul 8, 2020.

  1. Kichang-Kim

    Kichang-Kim

    Joined:
    Oct 19, 2010
    Posts:
    1,011
    Hi. As a title said, float16 mesh does not work with built-in Projector component.

    https://issuetracker.unity3d.com/is...not-receive-any-projection-from-the-projector

    New 2019.3 mesh API (setting vertex attributes and data buffer) has huge potential for optimizing memory usage of meshes. It can be used for per-mesh fine tuning (different with Vertex Compression option in PlayerSettings, applied to all meshes).

    But many of Unity features doesn't work with float 16 mesh. Projector is one of not-working features.
     
  2. Baste

    Baste

    Joined:
    Jan 24, 2013
    Posts:
    6,336
    Protip; don't use the projector. It's implemented horribly. Every single thing it hits is redrawn, so you double the draw call cost for everything it hits.
     
  3. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Thanks for the report @Kichang-Kim ! It was successfully reproduced and will be with the devs soon.

    https://issuetracker.unity3d.com/product/unity/issues/guid/1261269/
     
  4. Kichang-Kim

    Kichang-Kim

    Joined:
    Oct 19, 2010
    Posts:
    1,011
    I received the response with solution, thanks Unity!

    The problem is that my float16 mesh has 4 elements position (half4) and its 4th element is set to 0. But projector shader expected that 4th element will be 1.0 (if the mesh has 3 channel position, Unity fills 4th element as 1.0 automatically). So if you create 4 channel positioned mesh manually, should fill its 4th element as 1.0.
     
    LeonhardP likes this.