Unity Issue Tracker - AsyncGPUReadback.RequestIntoNativeArray displays incorrect frame count in WebGL Player when using Chrome or Edge browsers
Closed
UUM-35595
AsyncGPUReadback.RequestIntoNativeArray displays incorrect frame count in WebGL Player when using Chrome or Edge browsers
Unity: WebGL
WebGL
Won't Fix
6.2.X
6.1.X
6.0.X
2023.3.X
2023.2.X
2023.1.X
2022.3.X
2022.2.X
2021.3.X
Fix AsyncGPUReadback delay with WebGL
Unsupported version
Cancelling this 2023.2 tech release issue since the support for this release has come to end of life. Cancelling this 2023.2 port case does not affect any LTS or Unity 6 Beta/Preview that remain open.
Closing, as this Unity version will no longer be getting updates.
Fix AsyncGPUReadback delay with WebGL
Closing, as this Unity version will no longer be getting updates.
Fix AsyncGPUReadback delay with WebGL
How to reproduce:
1. Open the “Frame_Count_Bug” project
2. Switch build to “WebGL” (File > Build Settings > “WebGL” > Switch Platform)
3. Build And Run (File > Build And Run)
4. Click on the Button labeled “Render”
5. Observe the label “Frame Count”
Expected result: frame count is around 2-4
Actual result: frame count is around 201-203
Reproduced with: 2021.3.25f1, 2022.2.19f1, 2023.1.0b16
Could not test with: 2020.3.48f1 (Functionality is broken → frame count is constantly displaying “0”), 2023.2.0a14 (Player does not fully load)
Browser reproduced on: Chrome, Edge
Browser not reproduced on: Firefox
Reproduced on: Windows 11
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Have a workaround or additional info about this issue?