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Spawn - "Loop Count" + blend mode transparent bug in android build

Discussion in 'Visual Effect Graph' started by Kogar, Oct 20, 2021.

  1. Kogar

    Kogar

    Joined:
    Jun 27, 2013
    Posts:
    80
    Haven't played around with Unity in a long time. Just wanted to ask if it's a possible bug in VFX Graph 11 (since it's still in preview status for android) or i have some mistake in thinking.

    Case:
    Trying to make a simple onetime "ripple" effect which is working in the editor but not on my android build. With activated limited "Loop Count", in the spawn function, the app is crashing for me after the loops have gone through all counts. If "Loop Count" is set to the default "Infinite" there is no crash happening.
    Output node doesn't matter. Have also tried with default example simpleParticle.

    ---
    "resolved" by setting blend mode to additive

    After looking at a similar case it seems to be a combination error. Error happens when Loop Count is not infinite and output blend mode is set to transparent.
    If the output blend mode is set to additive there is no crash on android happening.

    ---

    My system:
    Unity 2021.1.21f1.3059 Personal
    Unity Hub internally installed Android SDK/JDK/NDK,Gradle, (OpenJDK 1.8.0_152)

    URP
    Visual Effect Graph 11.0.0


    Android Settings:
    - Color Space: Linear
    - Graphics APIs: Vulkan, OpenGLES3

    Target API Level - Android 11.0 (API level 30), minimum Api level 26

    Scripting Backend: IL2CPP
    .NET Standard 2.0
    Target Architectures: ARM64


    Android test device Redmi K20 MIUI 12.5.1.0 (Android 11)


    Possibly interesting error lines from android log cat

    2021.10.20 21:23:05.214 12558 12606 Warn BpBinder Slow Binder: BpBinder transact took 218ms, interface=android.gui.IGraphicBufferProducer, code=6 oneway=false
    2021.10.20 21:23:05.225 12558 12606 Warn Adreno-GSL <gsl_ldd_control:553>: ioctl fd 73 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 71 Protocol error
    2021.10.20 21:23:05.225 12558 12606 Warn Adreno-GSL <log_gpu_snapshot:462>: panel.gpuSnapshotPath is not set.not generating user snapshot
    2021.10.20 21:23:05.425 12558 12618 Error SwappyVk Failed to wait for fence 2


    2021.10.20 21:23:06.506 12558 12606 Warn BpBinder Slow Binder: BpBinder transact took 428ms, interface=android.gui.IGraphicBufferProducer, code=6 oneway=false
    2021.10.20 21:23:06.511 12558 12606 Warn Adreno-GSL <gsl_ldd_control:553>: ioctl fd 73 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
    2021.10.20 21:23:06.511 12558 12606 Warn Adreno-GSL <log_gpu_snapshot:462>: panel.gpuSnapshotPath is not set.not generating user snapshot
    2021.10.20 21:23:06.512 12558 12606 Warn Adreno-GSL <gsl_ldd_control:553>: ioctl fd 73 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
    2021.10.20 21:23:06.512 12558 12606 Warn Adreno-GSL <log_gpu_snapshot:462>: panel.gpuSnapshotPath is not set.not generating user snapshot
    2021.10.20 21:23:06.512 12558 12618 Error SwappyVk Failed to wait for fence 2
    2021.10.20 21:23:06.512 12558 12606 Error SwappyVk Failed to vkQueueSubmit -4


    2021.10.20 21:23:06.534 12558 12606 Warn Adreno-GSL <gsl_ldd_control:553>: ioctl fd 73 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
    2021.10.20 21:23:06.534 12558 12606 Warn Adreno-GSL <log_gpu_snapshot:462>: panel.gpuSnapshotPath is not set.not generating user snapshot
    2021.10.20 21:23:06.534 12558 12606 Warn Adreno-GSL <gsl_ldd_control:553>: ioctl fd 73 code 0xc040094a (IOCTL_KGSL_GPU_COMMAND) failed: errno 35 Resource deadlock would occur
    2021.10.20 21:23:06.534 12558 12606 Warn Adreno-GSL <log_gpu_snapshot:462>: panel.gpuSnapshotPath is not set.not generating user snapshot
    2021.10.20 21:23:06.534 12558 12606 Error SwappyVk Failed to vkQueueSubmit -4
    2021.10.20 21:23:06.535 12558 12618 Error SwappyVk Failed to wait for fence 2
    2021.10.20 21:23:06.548 12558 12606 Warn vulkan dequeueBuffer timed out: Function not implemented (-38)



    If it is an ongoing bug i'll try to temporary circumvent the error by simply scripting (or using together with the timeline) and going through the loops infinitely until a script stops at my wanted time/loop count. Would just be a pity to not be able to make more complex VFX timed animations for Android in URP by only using the VFX Graph.

    ---

    This could be a similar error. Stopping a spawner after a specific time. In that case manually by setting spawn rate to zero.
    https://forum.unity.com/threads/vis...-spawn-rate-0-causes-crash-on-android.976380/
     

    Attached Files: