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Draw Mesh Instanced Indirect with android.

Discussion in 'General Graphics' started by Ylly, Oct 20, 2018.

  1. Ylly

    Ylly

    Joined:
    May 15, 2015
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    24
  2. aleksandrk

    aleksandrk

    Unity Technologies

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    Hi!

    Do you have graphics emulation enabled?
     
  3. Ylly

    Ylly

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    May 15, 2015
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    Yes. OpenGL ES 3.0 and Tier 3
     
  4. aleksandrk

    aleksandrk

    Unity Technologies

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    Set it to "No emulation" then :)
    ES 3.0 doesn't support DrawMeshInstancedIndirect.
     
  5. Ylly

    Ylly

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    May 15, 2015
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    Ty. Now its work
     
  6. Carterryan1990

    Carterryan1990

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    Dec 29, 2016
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    Hi what might be a reason why this example would work in android editor but not on mobile?
     
  7. Carterryan1990

    Carterryan1990

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    Dec 29, 2016
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    Sorry meant to reply to your post. I’m unable to get instanced indirect to run on my galaxy s6 running Android 7.0. I downloaded a fresh copy of 2019.2. Copy and pasted the examples from the documentation. Everything runs fine in the editor but when building doesn’t work. I’ve tried a few different github solutions with the same issue. Nothing is being drawn. Any help is appreciated!
     
  8. aleksandrk

    aleksandrk

    Unity Technologies

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    Do a development build and check the logs on your device. You might find some information about why it's not working there.
     
    Carterryan1990 likes this.
  9. Carterryan1990

    Carterryan1990

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    Dec 29, 2016
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    Thanks I was never aware you could do that. I’ll look into it today. I really appreciate the knowledge thanks man
     
  10. JoeStrout

    JoeStrout

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    Jan 14, 2011
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    9,859
    Sorry for the necro, but I just wanted to follow up and say that DMMI does work on Android — I just tested it on Quest.

    Using the example in the docs, I can draw about 2500 little trees before it starts skipping frames. But, if my trees were static or combined into group meshes, I could probably draw even more than that (judging from the 2500 buildings I'm already drawing with no special effort other than they're static and all one material).

    So, this is only a big win if you have a couple thousand objects that are dynamically moving around.
     
    richardkettlewell likes this.
  11. wangcheng2pathea

    wangcheng2pathea

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    Jan 20, 2020
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  12. richardkettlewell

    richardkettlewell

    Unity Technologies

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    I’m not sure why a fix didn’t reach 2017.4 (maybe it was too risky) but support for 2017.4 is ending very soon, so at this point it will never be fixed in that version.
     
    R0man and JoeStrout like this.
  13. bunnybreaker

    bunnybreaker

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    Dec 10, 2013
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    Hey. I'm really pulling my hair out trying to get DrawMeshInstanced working on Quest. Could you post what version and settings you were using to get it to work on Quest before?