Godot Version
4.2.1
Question
I switched to a compatibility renderer and suddenly some 3D models started to be invisible. I’ve created the minimal project to reproduce the problem.
Just create the project. Download KayKit - Character Pack : Adventurers from AssetLib. Create a 3D scene, add some model (I used Barbarian), add 3D camera and default light + environment. Then export for iOS. I added only team and bundle id.
And some meshes are missing. In editor, everything looks ok.
This is log from device:
2024-01-03 21:17:19.875555+0100 bug_report[481:7128] Metal API Validation Enabled
2024-01-03 21:17:21.069298+0100 bug_report[481:7128] Warning: Unable to create restoration in progress marker file
2024-01-03 21:17:21.257072+0100 bug_report[481:7128] USER ERROR: AudioOutputUnitStart failed, code: -50
2024-01-03 21:17:21.257221+0100 bug_report[481:7128] at: start (drivers/coreaudio/audio_driver_coreaudio.cpp:251)
USER ERROR: AudioOutputUnitStart failed, code: -50
at: start (drivers/coreaudio/audio_driver_coreaudio.cpp:251)
2024-01-03 21:17:21.333418+0100 bug_report[481:7128] Godot Engine v4.2.1.stable.official.b09f793f5 - https://godotengine.org
Godot Engine v4.2.1.stable.official.b09f793f5 - https://godotengine.org
2024-01-03 21:17:21.545142+0100 bug_report[481:7128] Setting up an OpenGL ES 3.0 context.
2024-01-03 21:17:21.563968+0100 bug_report[481:7128] USER WARNING: Project setting "rendering/limits/global_shader_variables/buffer_size" exceeds maximum uniform buffer size of: 16384
2024-01-03 21:17:21.564055+0100 bug_report[481:7128] at: MaterialStorage (drivers/gles3/storage/material_storage.cpp:1114)
USER WARNING: Project setting "rendering/limits/global_shader_variables/buffer_size" exceeds maximum uniform buffer size of: 16384
at: MaterialStorage (drivers/gles3/storage/material_storage.cpp:1114)
2024-01-03 21:17:21.577417+0100 bug_report[481:7128] fopen failed for data file: errno = 2 (No such file or directory)
2024-01-03 21:17:21.577506+0100 bug_report[481:7128] Errors found! Invalidating cache...
2024-01-03 21:17:21.592490+0100 bug_report[481:7128] fopen failed for data file: errno = 2 (No such file or directory)
2024-01-03 21:17:21.592574+0100 bug_report[481:7128] Errors found! Invalidating cache...
2024-01-03 21:17:21.713905+0100 bug_report[481:7128] OpenGL API OpenGL ES 3.0 Metal - 99 - Compatibility - Using Device: Apple Inc. - Apple A10 GPU
OpenGL API OpenGL ES 3.0 Metal - 99 - Compatibility - Using Device: Apple Inc. - Apple A10 GPU
2024-01-03 21:17:22.046412+0100 bug_report[481:7128]
2024-01-03 21:17:22.811896+0100 bug_report[481:7128] USER WARNING: Icon not supported by this display server.
2024-01-03 21:17:22.811995+0100 bug_report[481:7128] at: set_icon (servers/display_server.cpp:577)
USER WARNING: Icon not supported by this display server.
at: set_icon (servers/display_server.cpp:577)
2024-01-03 21:17:22.819979+0100 bug_report[481:7128] fopen failed for data file: errno = 2 (No such file or directory)
2024-01-03 21:17:22.820071+0100 bug_report[481:7128] Errors found! Invalidating cache...
2024-01-03 21:17:23.659035+0100 bug_report[481:7128] DrawView: 506 error
There are quite a lot of errors. I don’t know which one is relevant to the problem. But I don’t think there is some file missing, because with Vulkan renderer it works and other parts of the model are rendered.
I’ve tested it on two devices:
Model: iPhone 13 Pro Max - iOS 17.1.2 (21B101)
Model: iPad (6th generation) (Model A1954) - iOS 16.6.1 (20G81)
Result is the same
Am I doing something wrong or is it a bug in Godot?