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colorSurf depthSurf width and height error in the Editor
I have a data visualization piece of code that instantiates a bunch of prefabs and then shows/hides meshes and re-colors pieces according to values. For some reason, I see the following error scrolling on my screen in the editor while running:
colorSurf->width == depthSurf->width && colorSurf->height == depthSurf->height
(Filename: C:/BuildAgent/work/b0bcff80449a48aa/Runtime/GfxDevice/threaded/GfxDeviceClient.cpp Line: 1611)
How can I find out what is causing this? I could only find reference to some sort of shader issue but I am not using any particularly interesting shaders that I know of.
More strange behavior - I added a copy of the prefab to the scene and it was fine, I tried running with it in the scene and it was still fine. Then, I don't know what happened but when I tried that again I found I would get the same error if I selected a particle emitter within the prefab. I added a blank particle emitter, and the same error kept scrolling. To sanity check, I closed the project, opened a different project, tried adding a basic particle system and all was well. So, I go back to main project, error gone for particle emitters, but still there at runtime.
I have changed nothing since 3.4 and all was well then - is this an editor only bug, is this something I need to action? How can I tell what's causing it?
The only thing I am doing to set the color on the object is take a variable that I set in the inspector with the selected color:
public Color selectedColor;
then apply that to the object as follows:
serverModel.renderer.material.color = selectedColor;
I'm using basic standard diffuse shaders on the server model, if that makes any difference. Finding it hard to pinpoint this one, so any help or ideas would be appreciated!
So I made the error go away by turning off the soft shadows on the directional light in the scene... I am still not sure why it was causing errors - could it be related to using the combinechildren script on a collection of mesh objects that I add to the scene dynamically? I changed all the meshes to be really simple meshes and all materials used the standard diffuse shader.
Answer by Zane.JResearch · Feb 27, 2013 at 10:36 PM
An alternative to turning off the soft shadows in the sign is to use vertex lit on your camera. I came across this issue rendering a small area of the world. An example of this application could be for a minimap, avatar renderer and/or a model viewer. I hope this helps, but I know it is not much.
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