Comments (3)
I think the first frame is rendering all particles at the same place large on screen and this takes too long, causing the browser to kill the tab. Will continue investigating.
from engine.
A fix for this was released yesterday in Engine v1.71.6.
You can test it in the editor if you enable "Use Release Candidate" in Launch settings.
from engine.
It works as expected now. Thank you very much for the quick and effective fix!
from engine.
Related Issues (20)
- Failed to execute 'createBuffer' on 'GPUDevice': createBuffer failed, size is too large for the implementation when mappedAtCreation == true HOT 1
- Failed to execute 'mapAsync' on 'GPUBuffer': Device is lost HOT 1
- WebGL: Failed to link shader program HOT 1
- Are there plans to support rendering .splat model files? HOT 1
- RenderComponent - ability to dynamically add/remove MeshInstance.
- Examples - code block highlights HOT 2
- Permissions policy violation: xr-spatial-tracking HOT 9
- Asset url resolution fails HOT 4
- Gizmo is not interactable when close HOT 1
- Refactor high level integration of VFX in the engine HOT 1
- Store light / material / ambient / fog colors always in linear space HOT 2
- An assert in the engine example related to sorted components HOT 8
- Application crash when using Ammo
- Engine-only example crash HOT 1
- GSplatComponent API improvements HOT 1
- Closest value/time on a curve
- 'Null' device can no longer be selected by the examples
- High draw calls HOT 3
- Using the vertex bus and index bus for meshes. HOT 3
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