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LWRP: ComputeBuffer doesn't render in camera #34
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So, you meant that this issue only reproduces on a built app? Which platform are you using? Windows, macOS or mobile platform? |
No. The pointcloud gets only drawn in the Editor View. In the Game View in Editor it doesn't show up.
As OS Windows 10 64bit - Build Settings are for Windows |
Have the same issue. Even get a nullReferenceExection on play. Something with the camera?
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Did you manage to solve the problem? |
Struggling with the same issue in HDRP. Is there no solution yet? |
Update as per this thread I opened on the Unity forums: |
With the New LWRP.
The Pointcloud in ComputeBuffer Mode doesn't render in the Camera. Only in Editor the Pointcloud gets correctly drawn.
If i switch back to builtin Renderpipeline everything works fine.
Mesh Rendering in LWRP works. But doesn't apply an Point Size.
Unity Version: 2019.2.8f1
Pcx Version: Release Version v1.2
additionally i get the following warning
GarbageCollector disposing of ComputeBuffer allocated in M:\Repo\GitRepos\SFMVisualizer_dev\SFMVisualizer_Unity\Assets\Pcx\Runtime\PointCloudData.cs at line 27. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.
UnityEngine.ComputeBuffer:Finalize() (at C:/buildslave/unity/build/Runtime/Export/Shaders/ComputeShader.bindings.cs:28)
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