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[VFX GRAPH][LWRP] Capacity parameter bug in iOS

Discussion in 'Graphics Experimental Previews' started by Koaleo, Oct 25, 2019.

  1. Koaleo

    Koaleo

    Joined:
    Jul 13, 2015
    Posts:
    2
    Hello everyone.

    We are working with Unity 2019.2.5f1 and Visual effect graph 6.9.1.
    Our application uses AR Foundation and spawns Particle effects around the scene.

    On Android is all working correctly but when we switched to iOS (we tried to build for iPad 6 gen) we found this problem:

    If we set the capacity of the graph to a number that exceed 4000, the particle breaks. With 4000 or less the particle is rendered and works perfectly.
    Obviusly we don't know the exact value that break everything, for sure over 5000 it stops work correctly.

    In the editor we see the vfx working, once in the build on iPad we see the vfx spawns only 1 particle at time.
    If we build the same graph with <=4000 capacity it works perfectly.

    Our tests took us to isolate the problem only on the capacity node. ( We can recreate the situation with a new simple graph).
    It seems a sort of limitation active on iOS build.

    For now, our bad workaround, is to duplicate the vfx and use them at the same position. (2 vfx with capacity 4000).

    Do you know how to resolve this?

    Thanks a lot.
     
  2. paperplane87

    paperplane87

    Joined:
    Nov 6, 2018
    Posts:
    3
    Same problem. But on android (galaxy s8+, vulkan) capacity limitaion is 1000. haha
    env : unity3d 2019.3, visual effect graph 7.1.7, urp 7.1.7