mertigdir
Topic Author
Posts: 1
Joined: 04 Mar 2026, 09:32

NoesisGUI 3.2.13 renders nothing in Unity 6 Multiplayer Play Mode virtual players

29 Aug 2026, 10:44

We use NoesisGUI as the complete UI layer of a commercial Unity game Everything renders correctly in the main
Editor instance and in every standalone / Android / iOS / WebGL build, but we
cannot get Noesis to render inside Unity's Multiplayer Play Mode (MPPM)
virtual player instances, which we need for multi-client gameplay testing.

ENVIRONMENT
- Unity 6000.3.13f1, URP 17.3.0
- NoesisGUI 3.2.13 (UPM package, embedded in the repository)
- com.unity.multiplayer.playmode 2.0.2
- Editor host: macOS / Metal
- Multithreaded Rendering enabled

HOW WE HOST NOESIS
We do not use the camera-attached NoesisView workflow. All of our UI goes
through a camera-less RenderTexture path:

- A NoesisView with no Camera assigned and a RenderTexture assigned to its
`_texture` field, presented through a uGUI RawImage in a screen-space
overlay canvas.
- We carry a small local patch in NoesisView.cs: a `ScreenSpaceTexture` flag
that makes `ProjectPointer` use an identity screen-to-texture mapping, and
a static `DpiOverride` used in `UpdateSize`. These are our only
modifications to the package.
- We have several such surfaces (login screen, in-game HUD host, loading
curtain), each owning its own RenderTexture, all created and bound by a
single wrapper class.

THE PROBLEM
When we enter Multiplayer Play Mode and Unity launches a virtual player, that
virtual player's Game View shows the 3D scene and the uGUI elements correctly,
but the Noesis surfaces are completely absent: the RawImage stays
transparent/black and no XAML content ever appears. The main Editor instance,
running at the same time, renders Noesis normally.

QUESTIONS
1. Is NoesisGUI known to work with Unity's Multiplayer Play Mode virtual
players (Unity 6, com.unity.multiplayer.playmode 2.x)? Have you tested this
configuration?
2. MPPM virtual players run as additional Editor processes over a symlinked
clone of the project (Library/VP/...). Is there anything in Noesis native
plugin initialisation - native library loading, licensing, or the Unity
render-thread event registration - that is expected to fail or be skipped
in such a secondary instance?
3. Is `GUI.Init()` or the Noesis render device tied in any way to a single
Unity process or a single graphics device per machine?
4. Does the camera-less RenderTexture path (NoesisView.UpdateInternal ->
Graphics.ExecuteCommandBuffer in LateUpdate, outside the SRP loop) have any
known limitation when the Game View belongs to a virtual player instance?
5. Is there a log switch or diagnostic we can enable to verify whether the
Noesis renderer is initialised at all in that instance?
6. Would upgrading to NoesisGUI 4.0.0 be expected to change this behaviour?

We are happy to provide a minimal reproduction project, full logs, or a
RenderDoc capture from the virtual player instance if that helps.

Thank you for your time.
 
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jsantos
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Joined: 20 Jan 2012, 17:18
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Re: NoesisGUI 3.2.13 renders nothing in Unity 6 Multiplayer Play Mode virtual players

31 Aug 2026, 20:51

I’m not familiar enough with Unity’s Multiplayer Play Mode to understand what might be causing your issues. However, if you’re not using the camera-attached workflow, we offer a low-level API in NoesisRenderer.cs that can be used to inject Noesis render commands with precise control.

Have you tried something along those lines?

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