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Inspiring
April 5, 2018

Can GPU instanced meshes be skinned on Android?

I'm currently researching the capabilities of a Gear VR game built in Unity. A big question is if I can do a big RTS-like scene within the draw call budget. From what I've gathered, the way to do this is using Graphics.DrawMeshInstancedIndirect, which allows GPU instanced meshes to also be skinned. However, what little info I found with regards to Android indicate that this is either unsupported or buggy.

Can anyone knowledgeable with Unity and this feature shed some light on this?
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1 reply

Inspiring
April 12, 2018
@imperativity

The ff. online materials have led me to believe that Android has issues with the command:
To be clear, I have yet to encounter anecdotes or resources saying the command is buggy when used on any Gear VR devices. The aforementioned issues have discouraged me from pursuing this sort of optimization in my projects, however. Now that Oculus is officially claiming that it should not be an issue for Unity >= 2017.2, I will be trying it out next time I do some relevant prototyping.
S7 Exynos Nougat. 2017 Gear VR. Public test channel.