Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice

Official Unity 2021.2 Is Now Available

Discussion in 'Announcements' started by LeonhardP, Oct 25, 2021.

Thread Status:
Not open for further replies.
  1. Qriva

    Qriva

    Joined:
    Jun 30, 2019
    Posts:
    1,339
    Bold of you to assume it will be fixed because it's easy to reproduce :D
     
  2. spacepluk

    spacepluk

    Joined:
    Aug 26, 2015
    Posts:
    243
    Thanks! Maybe the fix depends on other changes but I applied the patches in that PR on 2021.2.3f1/12.1.1 and it didn't solve the soft shadow issue for me.
     
  3. Serge_Billault

    Serge_Billault

    Joined:
    Aug 26, 2014
    Posts:
    190
    I want to take a moment here to congratulate those at Unity who take their job seriously and never let a boat load of bugs slip through their fingers into the releases, which is proof of their respect for the users. My special thanks and salutations goes to them. It is my understanding of the modern world that they will become more and more scarce as time fly by.

    For the others, on the opposite far side of the spectrum, well, it's between them, their professional conscience, god and the cofee machine I guess...
     
    Last edited: Nov 27, 2021
    Jaimi, Deleted User and t-ley like this.
  4. DEEnvironment

    DEEnvironment

    Joined:
    Dec 30, 2018
    Posts:
    437
  5. Saturn1004

    Saturn1004

    Joined:
    Nov 14, 2014
    Posts:
    42
    I get 2 errors that cause the build to fail for Android (URP). I saw someone mention it for Webgl, also seems to happen on Android. I assume these are known?

    Shader error in 'Hidden/Universal/CoreBlit': invalid subscript 'positionCS' at /Andromeda/AndromedaClient/Packages/com.unity.render-pipelines.core@12.1.1/Runtime/Utilities/Blit.hlsl(92) (on gles)

    Shader error in 'Hidden/kMotion/CameraMotionVectors': SV_VertexID semantic is not supported on GLES 2.0 at line 11 (on gles)

    Weirdly it doesn't fail to build if you try again, so it's not a super huge deal. The bug fixers will have to restart unity (And maybe clear existing build files) before building to confirm it's actually fixed when working on it though.

    Just another separate thing I noticed, it doesn't seem to be building with the desktop icon or splash image even though they are definitely set in the project settings and were working on 2021.1 (Android).
     
  6. iceb_

    iceb_

    Joined:
    Nov 10, 2015
    Posts:
    96
    Currently building (tried both faster runtime and faster builds options) went from 7 minutes (not-first-time-builds) to 30-60 minutes now. Not much changed except for upgrading from 2020.3 to 2021.2.3f1

    edit:
    Also just tested this in 2021.2.4f1, same problem.
    The shader compile isn't too bad AFTER the first time, but then It seems to be taking a long time when it is stripping each shader, such as Stripping Vertex Programs, Stripping Fragment programs etc.
     
  7. VoodooDetective

    VoodooDetective

    Joined:
    Oct 11, 2019
    Posts:
    239
    Even a brand new project (2021.2.x) seems to have a serious rendering performance regression. Here's an empty project that has consistent spikes in rendering. We're unable to upgrade until it's fixed.

    Example Project
     
  8. this-Array

    this-Array

    Joined:
    Jun 11, 2013
    Posts:
    13
    Is there a fix for this? I can't find the issue tracker link.
     
  9. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    905
    I get a severe issue with brand new version (2021.2.5), using HDRP. In Editing mode, after some time the scene view goes all grey, and lots of errors are being thrown (see below). The time it takes until this happens seems to depend on the scene complexity and HDRP features being used, the more, the faster (fastest was after 1 minute with the most ressource intensive settings I have), so seems some sort of memory leak maybe. Here is the stack trace:

    Render Graph Execution error
    0x00007ff60aa7e40d (Unity) StackWalker::GetCurrentCallstack
    0x00007ff60aa85169 (Unity) StackWalker::ShowCallstack
    0x00007ff60b9cf703 (Unity) GetStacktrace
    0x00007ff60c05207d (Unity) DebugStringToFile
    0x00007ff609b86a62 (Unity) DebugLogHandler_CUSTOM_Internal_Log
    0x0000015805fdc503 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
    0x0000015805fdc17b (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    0x0000015805fdbec0 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
    0x000001583c023aa5 (Mono JIT Code) UnityEngine.Debug:LogError (object)
    0x00000158a613a473 (Mono JIT Code) [RenderGraph.cs:707] UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph:Execute ()
    0x00000158a613a2cb (Mono JIT Code) [RenderGraph.cs:78] UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphExecution:Dispose ()
    0x00000158a60d2443 (Mono JIT Code) [HDRenderPipeline.RenderGraph.cs:349] UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteWithRenderGraph (UnityEngine.Rendering.HighDefinition.HDRenderPipeline/RenderRequest,UnityEngine.Rendering.HighDefinition.AOVRequestData,System.Collections.Generic.List`1<UnityEngine.Rendering.RTHandle>,System.Collections.Generic.List`1<UnityEngine.Rendering.RTHandle>,UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.CommandBuffer)
    0x00000158bbf17c4b (Mono JIT Code) [HDRenderPipeline.cs:2082] UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteRenderRequest (UnityEngine.Rendering.HighDefinition.HDRenderPipeline/RenderRequest,UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.HighDefinition.AOVRequestData)
    0x00000158bbec6913 (Mono JIT Code) [HDRenderPipeline.cs:1856] UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
    0x00000158a076ff49 (Mono JIT Code) UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
    0x00000158a072fc73 (Mono JIT Code) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,System.Collections.Generic.List`1<UnityEngine.Camera/RenderRequest>,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
    0x00000158a072fed8 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr_object_AtomicSafetyHandle (object,intptr,intptr,intptr)
    0x00007ffb92dbe034 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
    0x00007ffb92cfe724 (mono-2.0-bdwgc) [object.c:3064] do_runtime_invoke
    0x00007ffb92cfe8bc (mono-2.0-bdwgc) [object.c:3111] mono_runtime_invoke
    0x00007ff60a9a3914 (Unity) scripting_method_invoke
    0x00007ff60a99e534 (Unity) ScriptingInvocation::Invoke
    0x00007ff60a5e189f (Unity) ScriptableRenderContext::ExtractAndExecuteRenderPipeline
    0x00007ff60c3d5347 (Unity) Camera::ExecuteCustomRenderPipeline
    0x00007ff60c3d7cb3 (Unity) Camera::RenderEditorCamera
    0x00007ff60c3d95d5 (Unity) Camera::RenderEditorCamera
    0x00007ff60a1e787f (Unity) Handles_CUSTOM_Internal_DrawCameraWithGrid
    0x00000158b12365d8 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.Handles:Internal_DrawCameraWithGrid (UnityEngine.Camera,UnityEditor.DrawCameraMode,UnityEditor.DrawGridParameters&,bool,bool)
    0x00000158b12261a3 (Mono JIT Code) UnityEditor.Handles:DrawCameraImpl (UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,bool,UnityEditor.DrawGridParameters,bool,bool,bool,UnityEngine.GameObject[])
    0x00000158b1225c23 (Mono JIT Code) UnityEditor.Handles:DrawCameraStep1 (UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,UnityEditor.DrawGridParameters,bool,bool)
    0x00000158b122332b (Mono JIT Code) UnityEditor.SceneView:DoDrawCamera (UnityEngine.Rect,UnityEngine.Rect,bool&)
    0x00000158b121827b (Mono JIT Code) UnityEditor.SceneView:DoOnGUI ()
    0x00000158b121753b (Mono JIT Code) UnityEditor.SceneView:OnSceneGUI ()
    0x000001581a8f2f7f (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    0x000001581a8f222b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    0x0000015aa787c6fb (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
    0x0000015aa787ae84 (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&)
    0x0000015aa7877e53 (Mono JIT Code) UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,single,Unity.Collections.NativeSlice`1<UnityEngine.UIElements.UIR.Transform3x4>,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>,UnityEngine.MaterialPropertyBlock,bool,System.Exception&)
    0x0000015aa7874753 (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChain:Render ()
    0x00000158a051f513 (Mono JIT Code) UnityEngine.UIElements.UIRRepaintUpdater:Update ()
    0x000001581a8d3a3e (Mono JIT Code) UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase)
    0x00000158a051ebcb (Mono JIT Code) UnityEngine.UIElements.Panel:UpdateForRepaint ()
    0x00000158a051df8b (Mono JIT Code) UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
    0x000001581a8d32bf (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    0x000001581a8d2fd3 (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    0x000001581a8d2d8f (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration:processEvent (int,intptr)
    0x000001581a8d2cab (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    0x000001581a8d2afd (Mono JIT Code) UnityEngine.GUIUtility:processEvent (int,intptr,bool&)
    0x000001581a8d2bb6 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr)
    0x00007ffb92dbe034 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
    0x00007ffb92cfe724 (mono-2.0-bdwgc) [object.c:3064] do_runtime_invoke
    0x00007ffb92cfe8bc (mono-2.0-bdwgc) [object.c:3111] mono_runtime_invoke
    0x00007ff60a9a3914 (Unity) scripting_method_invoke
    0x00007ff60a99e534 (Unity) ScriptingInvocation::Invoke
    0x00007ff60a997e75 (Unity) ScriptingInvocation::Invoke<void>
    0x00007ff60aac376a (Unity) Scripting::UnityEngine::GUIUtilityProxy::processEvent
    0x00007ff60b4c9f26 (Unity) GUIView::processRetainedMode
    0x00007ff60b9ff4fb (Unity) GUIView::OnInputEvent
    0x00007ff60b4c9d37 (Unity) GUIView::processInputEvent
    0x00007ff60b9f829e (Unity) GUIView::DoPaint
    0x00007ff60ba0168d (Unity) GUIView::RepaintAll
    0x00007ff60b59a28f (Unity) Application::TickTimer
    0x00007ff60b9d58ca (Unity) MainMessageLoop
    0x00007ff60b9da0eb (Unity) WinMain
    0x00007ff60cce92c2 (Unity) __scrt_common_main_seh
    0x00007ffc2d877034 (KERNEL32) BaseThreadInitThunk
    0x00007ffc2e2e2651 (ntdll) RtlUserThreadStart
    InvalidOperationException: RenderPass Render Shadow Maps was not provided with an execute function.
    UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.ExecuteCompiledPass (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph+CompiledPassInfo& passInfo, System.Int32 passIndex) (at Library/PackageCache/com.unity.render-pipelines.core@12.1.2/Runtime/RenderGraph/RenderGraph.cs:1336)
    UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.ExecuteRenderGraph () (at Library/PackageCache/com.unity.render-pipelines.core@12.1.2/Runtime/RenderGraph/RenderGraph.cs:1345)
    UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph.Execute () (at Library/PackageCache/com.unity.render-pipelines.core@12.1.2/Runtime/RenderGraph/RenderGraph.cs:701)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
    Error while building Render Graph.
    0x00007ff60aa7e40d (Unity) StackWalker::GetCurrentCallstack
    0x00007ff60aa85169 (Unity) StackWalker::ShowCallstack
    0x00007ff60b9cf703 (Unity) GetStacktrace
    0x00007ff60c05207d (Unity) DebugStringToFile
    0x00007ff609b86a62 (Unity) DebugLogHandler_CUSTOM_Internal_Log
    0x0000015805fdc503 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.DebugLogHandler:Internal_Log (UnityEngine.LogType,UnityEngine.LogOption,string,UnityEngine.Object)
    0x0000015805fdc17b (Mono JIT Code) UnityEngine.DebugLogHandler:LogFormat (UnityEngine.LogType,UnityEngine.Object,string,object[])
    0x0000015805fdbec0 (Mono JIT Code) UnityEngine.Logger:Log (UnityEngine.LogType,object)
    0x000001583c023aa5 (Mono JIT Code) UnityEngine.Debug:LogError (object)
    0x00000158bbf17ceb (Mono JIT Code) [HDRenderPipeline.cs:2085] UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteRenderRequest (UnityEngine.Rendering.HighDefinition.HDRenderPipeline/RenderRequest,UnityEngine.Rendering.ScriptableRenderContext,UnityEngine.Rendering.CommandBuffer,UnityEngine.Rendering.HighDefinition.AOVRequestData)
    0x00000158bbec6913 (Mono JIT Code) [HDRenderPipeline.cs:1856] UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
    0x00000158a076ff49 (Mono JIT Code) UnityEngine.Rendering.RenderPipeline:InternalRender (UnityEngine.Rendering.ScriptableRenderContext,System.Collections.Generic.List`1<UnityEngine.Camera>)
    0x00000158a072fc73 (Mono JIT Code) UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset,intptr,System.Collections.Generic.List`1<UnityEngine.Camera/RenderRequest>,Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle)
    0x00000158a072fed8 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr_object_AtomicSafetyHandle (object,intptr,intptr,intptr)
    0x00007ffb92dbe034 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
    0x00007ffb92cfe724 (mono-2.0-bdwgc) [object.c:3064] do_runtime_invoke
    0x00007ffb92cfe8bc (mono-2.0-bdwgc) [object.c:3111] mono_runtime_invoke
    0x00007ff60a9a3914 (Unity) scripting_method_invoke
    0x00007ff60a99e534 (Unity) ScriptingInvocation::Invoke
    0x00007ff60a5e189f (Unity) ScriptableRenderContext::ExtractAndExecuteRenderPipeline
    0x00007ff60c3d5347 (Unity) Camera::ExecuteCustomRenderPipeline
    0x00007ff60c3d7cb3 (Unity) Camera::RenderEditorCamera
    0x00007ff60c3d95d5 (Unity) Camera::RenderEditorCamera
    0x00007ff60a1e787f (Unity) Handles_CUSTOM_Internal_DrawCameraWithGrid
    0x00000158b12365d8 (Mono JIT Code) (wrapper managed-to-native) UnityEditor.Handles:Internal_DrawCameraWithGrid (UnityEngine.Camera,UnityEditor.DrawCameraMode,UnityEditor.DrawGridParameters&,bool,bool)
    0x00000158b12261a3 (Mono JIT Code) UnityEditor.Handles:DrawCameraImpl (UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,bool,UnityEditor.DrawGridParameters,bool,bool,bool,UnityEngine.GameObject[])
    0x00000158b1225c23 (Mono JIT Code) UnityEditor.Handles:DrawCameraStep1 (UnityEngine.Rect,UnityEngine.Camera,UnityEditor.DrawCameraMode,UnityEditor.DrawGridParameters,bool,bool)
    0x00000158b122332b (Mono JIT Code) UnityEditor.SceneView:DoDrawCamera (UnityEngine.Rect,UnityEngine.Rect,bool&)
    0x00000158b121827b (Mono JIT Code) UnityEditor.SceneView:DoOnGUI ()
    0x00000158b121753b (Mono JIT Code) UnityEditor.SceneView:OnSceneGUI ()
    0x000001581a8f2f7f (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoOnGUI (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,bool,UnityEngine.Rect,System.Action,bool)
    0x000001581a8f222b (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:HandleIMGUIEvent (UnityEngine.Event,UnityEngine.Matrix4x4,UnityEngine.Rect,System.Action,bool)
    0x0000015aa787c6fb (Mono JIT Code) UnityEngine.UIElements.IMGUIContainer:DoIMGUIRepaint ()
    0x0000015aa787ae84 (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChainCommand:ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams,single,System.Exception&)
    0x0000015aa7877e53 (Mono JIT Code) UnityEngine.UIElements.UIR.UIRenderDevice:EvaluateChain (UnityEngine.UIElements.UIR.RenderChainCommand,UnityEngine.Material,UnityEngine.Material,UnityEngine.Texture,UnityEngine.Texture,single,Unity.Collections.NativeSlice`1<UnityEngine.UIElements.UIR.Transform3x4>,Unity.Collections.NativeSlice`1<UnityEngine.Vector4>,UnityEngine.MaterialPropertyBlock,bool,System.Exception&)
    0x0000015aa7874753 (Mono JIT Code) UnityEngine.UIElements.UIR.RenderChain:Render ()
    0x00000158a051f513 (Mono JIT Code) UnityEngine.UIElements.UIRRepaintUpdater:Update ()
    0x000001581a8d3a3e (Mono JIT Code) UnityEngine.UIElements.VisualTreeUpdater:UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase)
    0x00000158a051ebcb (Mono JIT Code) UnityEngine.UIElements.Panel:UpdateForRepaint ()
    0x00000158a051df8b (Mono JIT Code) UnityEngine.UIElements.Panel:Repaint (UnityEngine.Event)
    0x000001581a8d32bf (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel)
    0x000001581a8d2fd3 (Mono JIT Code) UnityEngine.UIElements.UIElementsUtility:UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (int,intptr,bool&)
    0x000001581a8d2d8f (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration:processEvent (int,intptr)
    0x000001581a8d2cab (Mono JIT Code) UnityEngine.UIElements.UIEventRegistration/<>c:<.cctor>b__1_2 (int,intptr)
    0x000001581a8d2afd (Mono JIT Code) UnityEngine.GUIUtility:processEvent (int,intptr,bool&)
    0x000001581a8d2bb6 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_int_intptr_intptr& (object,intptr,intptr,intptr)
    0x00007ffb92dbe034 (mono-2.0-bdwgc) [mini-runtime.c:3445] mono_jit_runtime_invoke
    0x00007ffb92cfe724 (mono-2.0-bdwgc) [object.c:3064] do_runtime_invoke
    0x00007ffb92cfe8bc (mono-2.0-bdwgc) [object.c:3111] mono_runtime_invoke
    0x00007ff60a9a3914 (Unity) scripting_method_invoke
    0x00007ff60a99e534 (Unity) ScriptingInvocation::Invoke
    0x00007ff60a997e75 (Unity) ScriptingInvocation::Invoke<void>
    0x00007ff60aac376a (Unity) Scripting::UnityEngine::GUIUtilityProxy::processEvent
    0x00007ff60b4c9f26 (Unity) GUIView::processRetainedMode
    0x00007ff60b9ff4fb (Unity) GUIView::OnInputEvent
    0x00007ff60b4c9d37 (Unity) GUIView::processInputEvent
    0x00007ff60b9f829e (Unity) GUIView::DoPaint
    0x00007ff60ba0168d (Unity) GUIView::RepaintAll
    0x00007ff60b59a28f (Unity) Application::TickTimer
    0x00007ff60b9d58ca (Unity) MainMessageLoop
    0x00007ff60b9da0eb (Unity) WinMain
    0x00007ff60cce92c2 (Unity) __scrt_common_main_seh
    0x00007ffc2d877034 (KERNEL32) BaseThreadInitThunk
    0x00007ffc2e2e2651 (ntdll) RtlUserThreadStart
    ArgumentException: Trying to access resource of type Texture with an invalid resource index 33
    UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourceRegistry.CheckHandleValidity (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourceType type, System.Int32 index) (at Library/PackageCache/com.unity.render-pipelines.core@12.1.2/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:191)
    UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourceRegistry.CheckHandleValidity (UnityEngine.Experimental.Rendering.RenderGraphModule.ResourceHandle& res) (at Library/PackageCache/com.unity.render-pipelines.core@12.1.2/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:183)
    UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourceRegistry.GetRenderGraphResourceTransientIndex (UnityEngine.Experimental.Rendering.RenderGraphModule.ResourceHandle& res) (at Library/PackageCache/com.unity.render-pipelines.core@12.1.2/Runtime/RenderGraph/RenderGraphResourceRegistry.cs:242)
    UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphBuilder.CheckResource (UnityEngine.Experimental.Rendering.RenderGraphModule.ResourceHandle& res, System.Boolean dontCheckTransientReadWrite) (at Library/PackageCache/com.unity.render-pipelines.core@12.1.2/Runtime/RenderGraph/RenderGraphBuilder.cs:284)
    UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphBuilder.WriteTexture (UnityEngine.Experimental.Rendering.RenderGraphModule.TextureHandle& input) (at Library/PackageCache/com.unity.render-pipelines.core@12.1.2/Runtime/RenderGraph/RenderGraphBuilder.cs:87)
    UnityEngine.Rendering.HighDefinition.HDShadowAtlas.RenderShadowMaps (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.CullingResults cullResults, UnityEngine.Rendering.HighDefinition.ShaderVariablesGlobal& globalCBData, UnityEngine.Rendering.HighDefinition.FrameSettings frameSettings, System.String shadowPassName) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.1.2/Runtime/Lighting/Shadow/HDShadowAtlas.cs:274)
    UnityEngine.Rendering.HighDefinition.HDShadowManager.RenderShadows (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.HighDefinition.ShaderVariablesGlobal& globalCB, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.CullingResults cullResults, UnityEngine.Rendering.HighDefinition.ShadowResult& result) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.1.2/Runtime/Lighting/Shadow/HDShadowManager.cs:899)
    UnityEngine.Rendering.HighDefinition.HDRenderPipeline.RenderShadows (UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph renderGraph, UnityEngine.Rendering.HighDefinition.HDCamera hdCamera, UnityEngine.Rendering.CullingResults cullResults, UnityEngine.Rendering.HighDefinition.ShadowResult& result) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.1.2/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs:698)
    UnityEngine.Rendering.HighDefinition.HDRenderPipeline.RecordRenderGraph (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest renderRequest, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest, System.Collections.Generic.List`1[T] aovBuffers, System.Collections.Generic.List`1[T] aovCustomPassBuffers, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.CommandBuffer commandBuffer) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.1.2/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs:149)
    UnityEngine.Rendering.HighDefinition.HDRenderPipeline.ExecuteWithRenderGraph (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest renderRequest, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest, System.Collections.Generic.List`1[T] aovBuffers, System.Collections.Generic.List`1[T] aovCustomPassBuffers, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.CommandBuffer commandBuffer) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.1.2/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs:346)
    UnityEngine.Rendering.HighDefinition.HDRenderPipeline.ExecuteRenderRequest (UnityEngine.Rendering.HighDefinition.HDRenderPipeline+RenderRequest renderRequest, UnityEngine.Rendering.ScriptableRenderContext renderContext, UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.HighDefinition.AOVRequestData aovRequest) (at Library/PackageCache/com.unity.render-pipelines.high-definition@12.1.2/Runtime/RenderPipeline/HDRenderPipeline.cs:2081)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  10. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    905
    This issue here seems related (marked as duplicate, but couldn't find the duplicate as it is not linked):
    https://issuetracker.unity3d.com/is...-longer-rendered-after-leaving-editor-running
    Difference here is that it is not happening after play mode, just after some time leaving the editor open. In face, after play mode the scene comes back and the errors stop appearing for some time.

     
  11. spacepluk

    spacepluk

    Joined:
    Aug 26, 2015
    Posts:
    243
    This is fixed already.
     
  12. ATurati

    ATurati

    Joined:
    Aug 19, 2020
    Posts:
    8
    I just tried the 2021.2.5 and I still have the issue, in which version did it get fixed?
     
  13. Ferazel

    Ferazel

    Joined:
    Apr 18, 2010
    Posts:
    518
    Upgraded from 2021.1.4 to 2021.2.5 (and also happens on 2021.2.4) and spent way too much time tracking down a weird obscure problem that was causing a ton of issues for our game. Where Windows IL2CPP builds had problems with the Newtonsoft JSON.NET deserializer no longer able to convert a decimal to a float and throws argument exceptions and/or reads garbage data. I submitted bug# 1385813 but I'd love to know if this is systemic of something wrong with IL2CPP in 2021.2 that we need to be aware of, but it only fails when IL2CPP is used (Editor/Mono works fine).

    So I'm posting here for visibility/searchability and follow-up if needed or other people run into this very weird/obscure issue.
     
  14. this-Array

    this-Array

    Joined:
    Jun 11, 2013
    Posts:
    13
    I'm only able to add the androidbridge.jar by renaming the ironSource.plugin to ironSource.androidlib. I'm guessing this is caused by the removal of adding assets through Plugins/Android/ in 2021.2, however many plugins edit AndroidManifest and add files without the android libraries or AARs.
     
  15. JoshPeterson

    JoshPeterson

    Unity Technologies

    Joined:
    Jul 21, 2014
    Posts:
    6,938
    This is not something we have had other reports about, so I don't think it is something systematic. I'll escalate this bug report with our QA team so that we can investigate it soon.
     
    NotaNaN and Ferazel like this.
  16. spacepluk

    spacepluk

    Joined:
    Aug 26, 2015
    Posts:
    243
    Tested again with 2021.2.5f1/12.1.2 and soft shadows are still broken. Is that fix included in this build?
     
  17. VoodooDetective

    VoodooDetective

    Joined:
    Oct 11, 2019
    Posts:
    239
    Any new project I create on my mac (Big Sur 11.6 - iMac Pro) has significant rendering performance issues.

    Profiler Screenshot
    Empty Project


    I filed a bug, shared the repro project above with Unity, it was replicated on Unity's end, no bug has been created and I get a response once every few days with suggestions that ultimately don't help. I'd love to have someone take a look at the issue seriously. I'd really like to be able to upgrade to 2021.2 before we launch our game.
     
  18. sstixrud

    sstixrud

    Joined:
    Feb 12, 2020
    Posts:
    9
    I am seeing a regression in 2021.2.2, that does not exist in 2021.2.1


    Bug/Case #: 1386436

    Shadows become "blocky" in HDRP when using a very large delta between near clip and far clip planes (space simulations). This issue was introduced in 2021.2.2, in version 2021.2.0 and 2021.2.1 this issue did not exist. This may be related to the "HDRP: Fixed performance on PrepareLightsForGPU by burstifying light loop" change in 2021.2.2, perhaps related to a loss of double precision when converting to jobs.

    To reproduce:
    Create a simple HDRP scene with a near clip of 0.1and a fearclip of 1e+07 or greater. Add a single sphere to the scene and then add a light source (in my test I used a high intensity point light). Shadows casted on the sphere will pixelate/boxify.

    I have attached two images illustrating the issue, the "normal" looking one is from 2021.2.1 and the problematic one is from 2021.2.2
     

    Attached Files:

    DEEnvironment and PutridEx like this.
  19. vertexx

    vertexx

    Joined:
    Mar 18, 2014
    Posts:
    380
    Lots of new and remarkable assets on sale have listed 2021.2 as the supported unity version.
    Would it be advisable to delay purchase until this Unity version is more stable?
    It appears that these assets will only work with 2021.2xxx
    Thanks.
     
  20. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,536
    Depends on the asset, if in doubt best to check the support of the asset and see if older ones are supported
     
  21. Safemilk

    Safemilk

    Joined:
    Dec 14, 2013
    Posts:
    42
    Randomly getting these errors while editing. Restarting the editor is the only way to fix. Seems to happen in builds to causing the 3d renderer to fail and only render UI but flip everything upside down...

    This is on Unity 2021.2.5f1
    upload_2021-12-8_8-4-13.png upload_2021-12-8_8-3-55.png

    upload_2021-12-8_8-3-25.png
     
  22. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    905
    See above, and there is also another thread on the HDRP sub forum. Seems fixed in master. Hope they'll manage to release this week, as this is really a severe bug.
     
    Safemilk likes this.
  23. Safemilk

    Safemilk

    Joined:
    Dec 14, 2013
    Posts:
    42
    Thanks! I missed it! I thought I was reading like a hawk!
     
  24. VoodooDetective

    VoodooDetective

    Joined:
    Oct 11, 2019
    Posts:
    239
    spacepluk and Lars-Steenhoff like this.
  25. Saturn1004

    Saturn1004

    Joined:
    Nov 14, 2014
    Posts:
    42
    Tried to upgrade 2 separate projects from 2021.2.5f1 (Which worked) to 2021.2.6f1 and both of them crashed either during the upgrade or after the upgrade completed and now both projects crash when launched...
     
  26. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,960
    That happens a lot in general in any version upgrade. I regularly delete the library because of that and then I have less problems.

    I did not have issues moving to 2021.1.6f1, but I did delete the library.
     
  27. Saturn1004

    Saturn1004

    Joined:
    Nov 14, 2014
    Posts:
    42
    Oh wait it's the crash from Nord VPN running...
     
  28. iMobCoding

    iMobCoding

    Joined:
    Feb 13, 2017
    Posts:
    165
    I had similar problems with Unity and VPN. If you must use VPN you have to manually set the protocol. Can't remember which one works for me but try experimenting until you get the one that works...
     
  29. Safemilk

    Safemilk

    Joined:
    Dec 14, 2013
    Posts:
    42
    Actually still seeing this issue, but on a fresh install of 2021.2.6, with only 2 light sources and one character with almost completely default HDRP pipeline settings :(
     
  30. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    905
    Error is HDRP dependent, and there seem to have been no new HDRP release yet. Also no word so far when this might happen.
     
  31. spacepluk

    spacepluk

    Joined:
    Aug 26, 2015
    Posts:
    243
    If there's anyone else tracking the soft shadows issue, they are still broken in 2021.2.6f1.
     
  32. OrlovskyConsultingGbR

    OrlovskyConsultingGbR

    Joined:
    Mar 17, 2020
    Posts:
    63
    For me big issue is a disable and enable of GameObject from script, currently i use DestroyImmediate and load menus from prefabs, kind of works....
    I look into new Input Api , i am not sure that is really nice to read , bitshift and callback stuff not such big fun of it, good that old Input API works.
    I almost forgotten to say that resolving packages kind of long on my machine up to 25 minutes.
     
    Last edited: Dec 16, 2021
  33. vertexx

    vertexx

    Joined:
    Mar 18, 2014
    Posts:
    380
    Thank for that. I'll cease mouth dribbling over these "2021.XX only" assets in the store until maybe 2023 comes out!
    (Can't be bothered spending time "fixing things" like you folk seem to.)
    By then 2021 might be stable as 2017 0r even 2019/20 lts?"
    Amazes me that Devs would offer assets that are ONLY compatible with a Unity version that appears to be so unstable?
     
    Last edited: Dec 18, 2021
  34. aimatme

    aimatme

    Joined:
    Jul 3, 2012
    Posts:
    24
    I start unity 2021.2.* android build in jenkins command line with arguments:

    %UNITY_DIR% -quit -batchmode -nographics -projectPath %PROJECT_PATH% -executeMethod %EXECUTION_METHOD% -buildTarget android -logFile -


    After build finishing unity keep endless hanging with logs:

    AcceleratorClientConnectionCallback - disconnected - :0.
    Cleanup mono


    While hanging I noticed "OpenJDK platform binary" process in Windows task manager. After killing process from task manager Unity finally quits with logs

    debugger-agent: Unable to listen on 3900
    [usbmuxd] Stop listen thread
    [usbmuxd] Listen thread exiting
    Exiting batchmode successfully now!
    Exiting without the bug reporter. Application will terminate with return code 0


    Maybe someone know how to fix that hanging on "cleanup mono"?

    WIth Unity 2021.1.* everything works ok, the problem is only with 2021.2 (reproduced in 2021.2.5, 2021.2.6, 2021.2.7)
     
    Rolemancer likes this.
  35. ramzx

    ramzx

    Joined:
    Jul 3, 2019
    Posts:
    1
    I rather prefer the 2020 interface, because the tool box (to move, rotate, etc) is outside the scene panel. It's the best way to use the upper side of the screen, and there is more available space in the scene view. Now, in this 2021 version, there is a lot of free space above that can't be used and many very similar icons in the scene view, which makes it visually confuse and not comfortable for the regular use. This details are important to me, so by now I'll keep as much time as possible the 2020 LTS version.
     
    PutridEx likes this.
  36. alkannyunus

    alkannyunus

    Joined:
    Jul 6, 2020
    Posts:
    19
    When 2021.2.8 will be released? And are macOS editor's drop fps problems going to be solved in the next version?

    I like to hear it because our team is actively using 2021.2.7 with macbook m1, and we're so glad with this native version
     
    NotaNaN and YamyStudio like this.
  37. OrlovskyConsultingGbR

    OrlovskyConsultingGbR

    Joined:
    Mar 17, 2020
    Posts:
    63
    Something strange on my side Unity the latest version of 2021.2 after some Prefabswork (nothing special prefab and customization of gameobjects) do after close following screen
    Cleanwaytolong2021-12-30 22_53_32-Hold on (busy for 37_33)....png
    Is this normal behavior of Unity or this a bug?
     
  38. r618

    r618

    Joined:
    Jan 19, 2009
    Posts:
    1,310
    bug is possible, can be a 3rd party plugin not doing its work if you have one there
    either attach debugger or see what's last log entry in the Editor log to see where it's stuck
    a bugreport would make sense if it's reproducible (and not caused entirely by something else than Editor)
     
  39. AbsurdGamer83

    AbsurdGamer83

    Joined:
    Jan 5, 2022
    Posts:
    1
    When are you giving this version LTS?
     
  40. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    2,095
    So how stable it is ?
    I refrained for more than a month to download it, should I wait more ?
     
  41. NotaNaN

    NotaNaN

    Joined:
    Dec 14, 2018
    Posts:
    325
    Surprisingly I have found 2021.2.3 to be extremely stable — so much so that I haven't had the need to upgrade past that version! :D
    That being said, I am currently working on a 2D project so I can only speak from a 2D perspective.
     
  42. ferretnt

    ferretnt

    Joined:
    Apr 10, 2012
    Posts:
    416
    We typically upgrade to the final tech release sometime around its .x.7 patch release. Historically, that's worked well for 2018, 2019 and 2020. Unfortunately, 2021 still seems some way from LTS.

    Terrain in minimaps (or any other use of ortho cams with terrain) is broken as here:
    https://issuetracker.unity3d.com/is...etail-when-zoomed-in-with-orthographic-camera

    The texture import pipeline is much faster, but crashes frequently when doing full imports (this is in a project with 190Gb of source assets, so sending a repro isn't practical and would in any case require client approval.)

    And using synchronous addressables (i.e. WaitForCompletion) at all hangs the project. At least the terrain and addressables issues are considerable regressions from 2020 LTS that I'd expect to be caught by internal testing. In fairness, I doubt anyone using Addressables professionally goes anywhere near a non-LTS release because Addressables must be the lowest-confidence subsystem in Unity.

    We'll look again when Unity declares LTS. This is the first time in 3 years we've evaluated an end-of-year tech release multiple times and said "stop investing time in that and come back later."
     
    petey, vertexx, koirat and 2 others like this.
  43. Charlicopter

    Charlicopter

    Joined:
    May 15, 2017
    Posts:
    125

    2021.2.6, 2021.2.7, 2021.2.8 --- Addressables are completely broken for me (I'm sort of cornered into '21.1.25 for the forseeable future):
    Addressables are almost always building with corruptions that lead to crashes on play - in editor and in buildouts.
     
  44. spacepluk

    spacepluk

    Joined:
    Aug 26, 2015
    Posts:
    243
    With the Android SDK included with 2021.2.8f1 adb keeps disconnecting and that makes the builds fail. The SDK included with 2021.2.3f1 works just fine on the same computer (Macbook Pro 14 M1 Max macOS 12.1).

    Code (CSharp):
    1. $ adb devices
    2.  
    3. List of devices attached
    4. ce12160ce52d60ab0c    device
    5.  
    6.  
    7. $ adb install build-android.apk
    8.  
    9. * daemon not running; starting now at tcp:5037
    10. ADB server didn't ACK
    11. Full server startup log: /var/folders/__/x_hjp9c93cg4ch1jbvsykm240000gn/T//adb.501.log
    12. Server had pid: 15979
    13. --- adb starting (pid 15979) ---
    14. adb I 01-15 17:47:14 15979 300562 main.cpp:62] Android Debug Bridge version 1.0.41
    15. adb I 01-15 17:47:14 15979 300562 main.cpp:62] Version 30.0.4-6686687
    16. adb I 01-15 17:47:14 15979 300562 main.cpp:62] Installed as /Applications/Unity/Hub/Editor/2021.2.8f1/PlaybackEngines/AndroidPlayer/SDK/platform-tools/adb
    17. adb I 01-15 17:47:14 15979 300562 main.cpp:62]
    18. adb I 01-15 17:47:14 15979 300566 usb_osx.cpp:310] reported max packet size for ce12160ce52d60ab0c is 512
    19. adb I 01-15 17:47:14 15979 300562 auth.cpp:417] adb_auth_init...
    20. adb I 01-15 17:47:14 15979 300562 auth.cpp:152] loaded new key from '/Users/spacepluk/.android/adbkey' with fingerprint FBBB8A397280EC535BC09F07F788AF167DC104C594BBA1578634CA36D0E48C9C
    21. adb I 01-15 17:47:14 15979 300570 transport.cpp:325] ce12160ce52d60ab0c: read thread spawning
    22. adb I 01-15 17:47:14 15979 300571 transport.cpp:297] ce12160ce52d60ab0c: write thread spawning
    23. adb E 01-15 17:47:14 15979 300570 usb_osx.cpp:544] usb_read failed with status: e00002e8
    24. adb I 01-15 17:47:14 15979 300570 transport.cpp:329] ce12160ce52d60ab0c: read failed: Undefined error: 0
    25. adb I 01-15 17:47:14 15979 300570 transport.cpp:810] ce12160ce52d60ab0c: connection terminated: read failed
    26. adb I 01-15 17:47:14 15979 300562 adb.cpp:120] ce12160ce52d60ab0c: already offline
    27. adb I 01-15 17:47:14 15979 300562 transport.cpp:914] destroying transport ce12160ce52d60ab0c
    28. adb I 01-15 17:47:14 15979 300562 transport.cpp:400] BlockingConnectionAdapter(ce12160ce52d60ab0c): stopping
    29. adb I 01-15 17:47:14 15979 300562 usb_osx.cpp:569] Kicking handle
    30. adb E 01-15 17:47:14 15979 300571 usb_osx.cpp:506] usb_write failed with status: e00002eb
    31. adb E 01-15 17:47:14 15979 300571 transport_usb.cpp:171] remote usb: 2 - write terminated: Undefined error: 0
    32.  
    33. * failed to start daemon
    34. Performing Push Install
    35. adb: error: failed to get feature set: cannot connect to daemon
    Is anybody else experiencing this?
     
  45. TanselAltinel

    TanselAltinel

    Joined:
    Jan 7, 2015
    Posts:
    194
    In 2021.2.8, post processing Color Grading for standard render pipeline is not working.
    I've tested the same project without changing any options in 2021.2.7 and it works correctly.

    Case 1396234
     
  46. nickicool

    nickicool

    Joined:
    Jan 19, 2022
    Posts:
    11
    Installed the Unity version "2021.2.8f1" and "2022.1.0b4" from UnityHub 3.0.0. Not one of them even started! At startup, an error window immediately appears.

    I've been trying to run it today all day:
    - reinstall all visual redistributable c++ (2005-2022)
    - reinstall .NET 4, 5, 6
    - remove the video drivers using "Display Driver Uninstaller" (on cleared) and installed the latest downloaded NVIDIA 472.12

    Nothing helps!!! It's the first time in my life I've had this! What's wrong with this program?

    Dump for "2021.2.8f1" https://drive.google.com/file/d/1fkjatAzhoKZoZoScmw1IHc9XV1tab0ox/view?usp=sharing
    Dump for "2022.1.0b4" https://drive.google.com/file/d/1NNDm9qdeJHW9yCOONEquwXHadVmX5vG6/view?usp=sharing

    Win7x64 Rus, 750ti, 16gb, i5-4590

    What should I do to at least launch Unity?
     
  47. vertexx

    vertexx

    Joined:
    Mar 18, 2014
    Posts:
    380
    As Ferretnt said just above, ""stop investing time in that and come back later."
     
  48. pKallv

    pKallv

    Joined:
    Mar 2, 2014
    Posts:
    1,194
  49. OrlovskyConsultingGbR

    OrlovskyConsultingGbR

    Joined:
    Mar 17, 2020
    Posts:
    63
    Unity Version: 2021.2.10f1
    There some issue with C# LinkedList interpretation by Unity.
    I have simple test:
    add 2 GameObjects (GameObject1 and GameObject2) to a LinkedList (adding by addLast C# method)
    Then pull the first GameObject from the LinkedList by C# method instanceoflinkedlist.First.Value

    Here what i get as output:
    first test run: null
    second test run: GameObject2 , so instead of GameObject1 i get the next Object in the LinkedList
    Sometimes i get the right result , but i am not sure that it should work such way.
    This is strange, because in previous version's this test did not fail, i assume this a error in Unity3D
     
  50. spacepluk

    spacepluk

    Joined:
    Aug 26, 2015
    Posts:
    243
    I'm not seeing the apple silicon version of 2021.2.10f1 on Unity Hub.
     
    pKallv and alkannyunus like this.
Thread Status:
Not open for further replies.