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Vulkan: "Uniforms were never supplied for set(3)" error causing very noticeable artifacts #77759
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This error involves the material for clarity, that's set 3, unsure what happens here but could be some kind of race condition or timing issue, how are you instancing them? |
I am using a handful of materials. I'm using a material for unshaded lighting for the bullets, a material for particles animation for all the particles you see in the video, and a material for additive light blending again for the bullets. I'm not instancing them in any particularly unorthodox way. I use I've been running a couple of experiments to try to reproduce but with no luck. Sometimes this issue doesn't happen. I don't know what information to provide to be helpful. |
I'm running into this same issue after following this tutorial: https://www.youtube.com/watch?v=D7XSL0zBOwI Godot 4.1 dev 3 I'm using a PackedScene with a single GPUParticles2D with a process material that is local to the scene. The instancing is done a couple times a second on average with just:
And the entire contents of death_effect.gd:
To make the shader I simply created a new ParticleProcessMaterial and then converted it. I added:
to the end of
|
I'm having the same issue, for me it doesn't happen during creation, but during deletion of any node with a particle, I can create thousands upon thousands of particle instances, where it's more likely the game will slow down to a crawl without the error ocurring, but while deleting nodes with particles, regardless of it being a few or many, the error can happen randomly at any time, I don't know how to help debug this either. I'm on 4.0.3 Stable, using GPUParticles3D on Forward+, this is how I'm doing it myself: Script on my Instanced Particles, I let them wait for a while before deleting so that they can finish their animations, they are deleted either when not visible or when they impact:
And this is how I instance them:
|
It's likely that #79849 fixed this issue, but we can't say for sure without an MRP. So please give it a test (either by compiling |
As far as I can tell this is not fixed by #79849 and in particular still happening in 4.2 dev 4. For me it seems to happen when freeing nodes with GPUParticles2D, as others reported. The visual glitches happen for other currently emitting GPUParticles2D seemingly unrelated to the deleted ones. |
Can you provide an MRP?
If so please open a new issue with the MRP |
Godot version
v4.0.3.stable.mono.official [5222a99]
System information
Windows 11, Forward+, Nvidia 3070 latest driver
Issue description
When instancing many GPUParticles2D, occasionally the following error will be printed to the debugger console:
Massive artifacts coincide with this error. See example below:
example.mp4
I am having difficulty recreating the exact conditions for this error. It seems to happen when many GPU particles are added to the tree at around the same time.
Steps to reproduce
I realize this isn't helpful. I'm going to do more investigation to see if I can get more accurate reproduction steps.
Minimal reproduction project
N/A yet
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