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DrawMeshInstanced on Quest

Discussion in 'Universal Render Pipeline' started by snoche, Oct 13, 2020.

  1. snoche

    snoche

    Joined:
    Feb 22, 2010
    Posts:
    80
    Hi there,

    I am trying to reduce my drawcalls make instances of the asset I need to use hundreds of times, I am using DrawMeshInstanced, DrawMeshInstancedIndirect and also tried with command buffers approach but none works when I export to oculus quest they are not rendered.

    I am using latest unity 2021, Vulkan and I tried with all URP packages and same results.
    It works well in editor but not when I build.

    Could you please clarify if this is this supported at all on Oculus Quest using Vulkan?
    Are the Entities a replacement of this?

     
  2. ThomasZeng

    ThomasZeng

    Unity Technologies

    Joined:
    Jun 24, 2019
    Posts:
    57
    Hi @snoche,

    Could you please submit a bug report with a repro project and post the case number back here? We can take a look from our end.
    I known DrawMeshInstanced should be supported at least as we use this for rendering terrain.

    Thanks,
    Thomas
     
  3. snoche

    snoche

    Joined:
    Feb 22, 2010
    Posts:
    80
    Did you guys tried in Oculus Quest?
     
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