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Bug [Unity 2020.1.0b1] URP and build system bugs (flickering warning I guess)

Discussion in '2020.1 Beta' started by arsnyan2002, Mar 21, 2020.

  1. arsnyan2002


    Apr 30, 2019
    Everything that was changed in 3D and 2D projects:
    • [BOTH] Changed workflow from .NET 2.0 to .NET Framework 4.0
    • [BOTH] Changed workflow from Mono to IL2CPP
    • [2D] Changed color space to linear
    • [3D] Installed Addressables
    3D URP
    Bug #1. Lightning was disabled here:
    Bug #2. Also, lightning is flickering after enabling scene lights (same for enabled skybox and fx):
    2D URP
    Bug #1. After changing build platform from Windows x86 to Windows x86_64 happens this:
    Bug #2. Also, after building empty 2D project, there was a big logging system which was showing every second the same errors:
    Code (CSharp):
    1. TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 21
    2. (Filename: C:\buildslave\unity\build\Runtime/Allocator/TLSAllocator.cpp Line: 140)
    4. Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations, size 21
    5. (Filename: C:\buildslave\unity\build\Runtime/Allocator/StackAllocator.cpp Line: 192)
    7. To Debug, enable the define: DEBUG_STACK_LEAK in StackAllocator.h. This will output the callstacks of the leaked allocations
    8. (Filename: C:\buildslave\unity\build\Runtime/Allocator/StackAllocator.cpp Line: 194)
    10. Allocation of 21 bytes at 000001C7700000B0
    11. (Filename: C:\buildslave\unity\build\Runtime/Allocator/BaseAllocator.cpp Line: 75)
    13. Allocation of 21 bytes at 000001C7700000B0
    14. (Filename: C:\buildslave\unity\build\Runtime/Allocator/BaseAllocator.cpp Line: 75)
    The same lines are repeated for many times in document "Editor-prev.log" here:

    That's propably it for now, I couldn't use that build with both 3D and 2D settings. Definitely not sure if these bugs are unique, but at least I will give it a try #Beta2020Win_NVIDIA
  2. arsnyan2002


    Apr 30, 2019
    A little more into flickering bug. It seems like the problem exists because of low value for near clipping plane (in my case it was 1e-05 for some reason). Editor will also cull objects on a very low distance.

    The question is why is this option even available if it causes such artifacts? AFAIK, stable releases do not allow to set this value too low.