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Compute Shader threads fail randomly on mobile, but work fine on PC.

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You can see here, failed threads show up as black or light blue- Dark blue vertices were fine (probably) https://cdn.discordapp.com/attachments/552308534906454017/663503305816670231/Gif_503.gif Another gif: It appears that all 20 ish of my kernel dispatches are missing threads randomly on mobile https://cdn.discordapp.com/attachments/552308534906454017/663545642479648778/Gif_509.gif On PC unity editor the character is solid blue, all threads execute and the simulation runs fine. No code is different between PC and mobile versions right now. Anyone ever seen something like this before? It's pretty random, like changing the series of dispatches can make the threads fail a lot less. It's not a performance problem, renderdoc reports lots of leeway. I'm coding for the Oculus Quest, which has a tiling based mobile GPU.

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