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VFX+LWRP not working on latest iPad Pro

Discussion in 'Graphics Experimental Previews' started by neurograph, Jul 12, 2019.

  1. neurograph

    neurograph

    Joined:
    Jun 8, 2010
    Posts:
    24
    Hi I'm seeing a strange Behaviour:
    I have a scene for iOS with the basic VFX swarming particles.

    The scene is working perfectly on an iPad with iOS12.1 and on iPhone7 with iOS 12.3.1.

    The exact same scene in tha App, built from the same Unity and XCode project does NOT showing ANY particles on an iPad Pro with 12.3.1.

    XCode fires this debug message when the particles should be shown:

    2019-07-12 15:35:26.592595+0200 scenaVfx[787:167140] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
    2019-07-12 15:35:26.612826+0200 scenaVfx[787:167140] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
    2019-07-12 15:35:26.630017+0200 scenaVfx[787:167140] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
    2019-07-12 15:35:26.630041+0200 scenaVfx[787:167140] MTLCompiler: Compilation failed with XPC_ERROR_CONNECTION_INTERRUPTED on 3 try
    Metal: Error creating pipeline state (Hidden/VFX/System 1/Quad Output): Compiler encountered an internal error

    ...seems to be related with the Hidden/VFX/System 1/Quad shader.

    I'm using:
    Unity2019.1.1f1
    LWRP 5.13
    VFX 5.13

    EDIT: Almost the same happens with
    Unity 2019.2.0B7
    LWRP 7.7.1
    VFX 6.7.1
    VFX 6.7.1

    The message here was:

    MTLCompiler: Compilation failed with XPC_ERROR_CONNECTION_INTERRUPTED on 3 try

    Metal: Error creating pipeline state (Hidden/VFX/System 1/Quad Output): Compiler encountered an internal error

    (null)2019-07-12 16:32:33.407335+0200 vfxtest[854:182689] [BoringSSL] nw_protocol_boringssl_get_output_frames(1301) [C3.1:2][0x117b23b90] get output frames failed, state 8196


    Thank you!
    G.
     
    Last edited: Jul 12, 2019
  2. Srokaaa

    Srokaaa

    Joined:
    Sep 18, 2018
    Posts:
    169
    @neurograph Did you have any luck with resolving this? Did you report a bug to unity about this issue?
     
  3. weiping-toh

    weiping-toh

    Joined:
    Sep 8, 2015
    Posts:
    192
    Having similar problems. I have isolated the cause of the compiler errors down to the modifying properties in the output blocks, eg. "Color Over Lifetime", "Orient".
    Still trying to find out why metal fails to compile the additional process blocks.
     
  4. weiping-toh

    weiping-toh

    Joined:
    Sep 8, 2015
    Posts:
    192
    I finally got it working....
    After days of testing and isolating the offending shader code, I found the core of the problem.
    The metal compilers on iPhoneX/iPad/iPhone6 are throwing errors on evaluation of curves.
    So replacing the sampling curves with gradient sampling. The errors went away.
     
    rsodre likes this.
  5. Srokaaa

    Srokaaa

    Joined:
    Sep 18, 2018
    Posts:
    169
    @weiping-toh A Hero we need :)
    @neurograph Hmmm, is there an issue open in issue tracker? It would be cool to have it fixed in the mainstream VFX code
     
  6. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    If other people want it fixed they need to report a bug. Forum is not a bug reporter and will lead to much much slower bug fixes (whenever devs read it, which is not often, and they might be busy, but they can't ignore proper bug reports).
     
    AcidArrow likes this.
  7. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,791
    Sending a repro project through the bug reporter, along with your conclusions, would make a lot of difference in getting this fixed sooner rather than later.
     
    Noisecrime likes this.
  8. weiping-toh

    weiping-toh

    Joined:
    Sep 8, 2015
    Posts:
    192
    Someone had already submitted an issue about this... So how do I add more info the the issue?
     
  9. weiping-toh

    weiping-toh

    Joined:
    Sep 8, 2015
    Posts:
    192
  10. virgilcwyile

    virgilcwyile

    Joined:
    Jan 31, 2016
    Posts:
    73
    When the game Ran, it ran with all Blue in the background and White on Sprites or whatever that was rendered. Let me know if anyone knows how to fix it.

    Here is a crash report.
    CrashReporter: initialized

    2019-10-12 17:45:29.359863+0530 GameName[5686:1700387] Built from '2019.2/staging' branch, Version '2019.2.6f1 (fe82a0e88406)', Build type 'Release', Scripting Backend 'il2cpp'

    2019-10-12 17:45:29.363594+0530 GameName[5686:1700387] -> registered mono modules 0x103a417e0

    -> applicationDidFinishLaunching()

    2019-10-12 17:45:29.432234+0530 GameName[5686:1700387] Metal GPU Frame Capture Enabled

    -> applicationDidBecomeActive()

    GfxDevice: creating device client; threaded=1

    Initializing Metal device caps: Apple A10 GPU

    Initialize engine version: 2019.2.6f1 (fe82a0e88406)

    WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Pass '' has no vertex shader

    WARNING: Shader Unsupported: 'Hidden/Internal-MotionVectors' - Setting to default shader.

    CrashReporter: No pending report exists at /var/mobile/Containers/Data/Application/1883F091-56AE-4DB4-AE68-0EE1AD988259/Library/Caches/CrashReports/crash-pending.plcrash

    WARNING: Shader Unsupported: 'Hidden/Internal-GUITexture' - Pass '' has no vertex shader

    2019-10-12 17:45:30.163389+0530 GameName[5686:1700617] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED

    2019-10-12 17:45:30.175804+0530 GameName[5686:1700617] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED

    2019-10-12 17:45:30.188687+0530 GameName[5686:1700617] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED

    2019-10-12 17:45:30.188864+0530 GameName[5686:1700617] MTLCompiler: Compilation failed with XPC_ERROR_CONNECTION_INTERRUPTED on 3 try

    Metal: Error creating pipeline state (Hidden/Internal-GUITexture): Compiler encountered an internal error

    (null)2019-10-12 17:45:30.217670+0530 GameName[5686:1700387] Unbalanced calls to begin/end appearance transitions for <SplashScreenController: 0x151e34f10>.

    UnloadTime: 0.626208 ms

    WARNING: Shader Unsupported: 'TextMeshPro/Mobile/Bitmap' - Pass '' has no fragment shader

    WARNING: Shader Unsupported: 'TextMeshPro/Mobile/Bitmap' - Pass '' has no vertex shader

    ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'TextMeshPro/Mobile/Bitmap' - Setting to default shader.

    WARNING: Shader Unsupported: 'Hidden/BlitCopy' - Pass '' has no fragment shader

    WARNING: Shader Unsupported: 'Hidden/BlitCopy' - Setting to default shader.

    2019-10-12 17:45:40.252580+0530 GameName[5686:1700617] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED

    2019-10-12 17:45:50.303252+0530 GameName[5686:1700617] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED

    2019-10-12 17:46:00.353346+0530 GameName[5686:1700617] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED

    2019-10-12 17:46:00.353648+0530 GameName[5686:1700617] MTLCompiler: Compilation failed with XPC_ERROR_CONNECTION_INTERRUPTED on 3 try

    Metal: Error creating pipeline state (UI/Default): Compiler encountered an internal error
     
  11. virgilcwyile

    virgilcwyile

    Joined:
    Jan 31, 2016
    Posts:
    73
    I copied all my assets to unity 2019.306b and built it. It worked fine this time.
     
  12. weiping-toh

    weiping-toh

    Joined:
    Sep 8, 2015
    Posts:
    192
    [B]Metal: Error creating pipeline state (Hidden/Internal-GUITexture): Compiler encountered an internal error[/B]

    [B]Metal: Error creating pipeline state (UI/Default): Compiler encountered an internal error[/B]


    It seems that you are using incompatible shaders for LWRP, you might want to replace them.