View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0004005 | NoesisGUI | Unity | public | 2025-03-23 13:49 | 2025-05-16 21:22 |
| Reporter | ARPP3 | Assigned To | jsantos | ||
| Priority | normal | Severity | major | ||
| Status | resolved | Resolution | no change required | ||
| Product Version | 3.2.7 | ||||
| Target Version | 3.2.8 | Fixed in Version | 3.2.8 | ||
| Summary | 0004005: Forward+ Render Pass (URP) | ||||
| Description | Good afternoon! I have a camera-stack in Unity, and my stack contains 4 cameras. The base cameras, 2 camera for on-screen effects and, finally a UI camera for Noesis. The non-noesis cameras all render with the Forward+ path in Unity. The separate Renderer configured for Noesis fails to draw on screen when the Rendering Path is set to "Forward+", but when configured as "Forward" then things work as expected. This causes issues because if I try to enable the GPUResidentDrawer, it will not stay enabled because "some configured Universal Renderers are not supporting Forward+". And if I switch the Noesis Universal Renderer to "Forward+", my UI elements disappear from screen as mentioned before The documentation states there's zero limitations with the Forward+ Rendering Path when compared to Forward Rendering Path so I am not sure why this comes into effect. It could just be a configuration issue? I am also using RenderGraph and Unity 6000.0.41f1, and Noesis 3.2.7. | ||||
| Steps To Reproduce | 1) Create a simple URP project with a URP asset Now you can observe the the UI will render if the NoesisView's camera renderer is set to Forward, and disappear when set to Forward+. You may also see the warnings from Unity that the GPU Resident Drawer will only work if ALL renderers are using Forward+, and therefore it's disabled for the base camera as well where it has potential performance implications. | ||||
| Attached Files | |||||
| Platform | Windows | ||||
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I have been working on this, creating a scene very similar to the one you describe, with the following camera stack setup:
The three cameras are configured with Could you please give it a try? My test was using Unity 6.1 https://drive.google.com/file/d/12c0otXsxeuXty5eiOuFyBxvuBRCGCSMG/view?usp=sharing I also observed that if I add a renderer with Forward and a second one with Forward+ to the same URP asset, Unity complains. |
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Hello! Well I took your project, downloaded latest unity, and configured the setup a bit to have it more similar to my project. It was working just fine, Thanks for testing this out in latest, sorry for the trouble. All good though, I guess this can be closed since it was likely a Unity thing, Cheers, |
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| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2025-03-23 13:49 | ARPP3 | New Issue | |
| 2025-03-23 13:49 | ARPP3 | Tag Attached: Unity | |
| 2025-03-23 13:49 | ARPP3 | Tag Attached: URP | |
| 2025-03-23 13:49 | ARPP3 | File Added: image.png | |
| 2025-03-24 13:08 | sfernandez | Assigned To | => jsantos |
| 2025-03-24 13:08 | sfernandez | Status | new => assigned |
| 2025-03-24 13:08 | sfernandez | Target Version | => 3.2.8 |
| 2025-05-15 19:13 | jsantos | Note Added: 0010676 | |
| 2025-05-15 19:13 | jsantos | Status | assigned => feedback |
| 2025-05-15 19:39 | jsantos | Note Edited: 0010676 | |
| 2025-05-15 19:40 | jsantos | Note Edited: 0010676 | |
| 2025-05-15 19:40 | jsantos | Note Edited: 0010676 | |
| 2025-05-16 20:20 | ARPP3 | Note Added: 0010681 | |
| 2025-05-16 20:20 | ARPP3 | Status | feedback => assigned |
| 2025-05-16 21:22 | jsantos | Status | assigned => resolved |
| 2025-05-16 21:22 | jsantos | Resolution | open => no change required |
| 2025-05-16 21:22 | jsantos | Fixed in Version | => 3.2.8 |
| 2025-10-10 13:29 | jsantos | Category | Unity3D => Unity |