Author Topic: NGUI and multithreaded rendering  (Read 21750 times)

Alessaint

  • Jr. Member
  • **
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 67
    • View Profile
NGUI and multithreaded rendering
« on: December 06, 2013, 05:21:46 AM »
It seems that those two doesn't quite get along - when I run a game with multithreading rendering turned on the ngui panels start to flicker, their geometry gets stretched etc.

I've seen that also mentioned on unity forums - is this a known issue?

A.
« Last Edit: December 06, 2013, 05:39:29 AM by Alessaint »

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: NGUI and multithreaded rendering
« Reply #1 on: December 06, 2013, 01:49:40 PM »
What multithreading rendering?

Ferazel

  • Full Member
  • ***
  • Thank You
  • -Given: 1
  • -Receive: 2
  • Posts: 150
    • View Profile
Re: NGUI and multithreaded rendering
« Reply #2 on: December 06, 2013, 02:00:17 PM »
There is a multi-threaded rendering checkbox in the Android player settings. We ran into problems with a project (that wasn't using NGUI) with it crashing so we didn't enable it. Personally, I don't think the Android multi-threaded renderer is ready for prime-time yet.

wom

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 34
    • View Profile
Re: NGUI and multithreaded rendering
« Reply #3 on: December 06, 2013, 07:44:34 PM »

agang0718

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 1
    • View Profile
Re: NGUI and multithreaded rendering
« Reply #4 on: January 02, 2014, 02:54:15 AM »
Oh, I have met the same problem.
When multithreaded rendering and NGUI are both enable, there's warped triangles flashing across entire screen.

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: NGUI and multithreaded rendering
« Reply #5 on: January 02, 2014, 11:35:36 AM »
It's a Unity bug, not an NGUI bug. It's not limited to NGUI. NGUI is simply one of the things that exposes it.

craigtimpany

  • Newbie
  • *
  • Thank You
  • -Given: 1
  • -Receive: 0
  • Posts: 1
    • View Profile
Re: NGUI and multithreaded rendering
« Reply #6 on: April 30, 2014, 10:41:07 PM »
Could you add this to the FAQ? I was bitten by this too and I wasted a lot of time trying to diagnose it. (Though perhaps blatantly non-threadsafe stuff like UIButton.current should've tipped me off)

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: NGUI and multithreaded rendering
« Reply #7 on: May 01, 2014, 07:32:16 AM »
Done. And it's not NGUI-related as that thread explains. It's a Unity bug due to multi-threaded rendering being an "experimental feature" (read: completely unfinished).

ababab5

  • Newbie
  • *
  • Thank You
  • -Given: 0
  • -Receive: 0
  • Posts: 34
    • View Profile
Re: NGUI and multithreaded rendering
« Reply #8 on: February 17, 2015, 04:36:29 AM »
Hi,

I have no crash on Android with the multithread rendering, but I have some NGUI troubles.

Is NGUI compatible with the multithread on Android ?

Thanks.

ArenMook

  • Administrator
  • Hero Member
  • *****
  • Thank You
  • -Given: 337
  • -Receive: 1171
  • Posts: 22,128
  • Toronto, Canada
    • View Profile
Re: NGUI and multithreaded rendering
« Reply #9 on: February 17, 2015, 09:43:36 PM »
It's not NGUI. Basically run-changes to meshes are not compatible with multi-threaded rendering on Android. Unity never fixed this feature. It's a Unity bug, and there is absolutely nothing I can do about it on my end.