Hi,
I'm running the game through Wine/DXVK on an Android device (Winlator, Mali-G615 MC6 GPU) and I've identified a rendering issue that appears to be related to your GPU Skinning implementation.
Symptoms:
Character bodies (skinned meshes) are completely invisible
Hair (which appears to use a different, non-skinned rendering path) renders correctly
Static props attached to bones (e.g. held items) render correctly
No crash — the game runs and renders other content normally
Root cause (from DXVK debug logs):
The game/engine appears to require vertexPipelineStoresAndAtomics (Vulkan device feature allowing UAV/storage buffer writes at the vertex shader stage), which is part of the requirements typically associated with D3D_FEATURE_LEVEL_11_1 GPU Skinning. This feature is not supported by the Mali-G615 GPU driver (reports as 0 / unsupported in DXVK's device feature enumeration), even though the compatibility layer reports Feature Level 11_1 support for other purposes.
Because the DXVK/Wine translation layer optimistically reports FL 11_1 support (a known workaround used by mobile compatibility layers to maximize game compatibility), Unity attempts to use GPU-based (compute/vertex-stage) skinning, which silently fails at the driver level — resulting in skinned meshes never being deformed/rendered, while non-skinned geometry renders fine.
Requested fix / workaround:
Could you please consider either:
Adding a Player Setting or in-game graphics option to force CPU Skinning instead of GPU Skinning (Unity supports this natively via SkinnedMeshRenderer.skinnedMotionVectors settings / Quality Settings → Skin Weights, or by disabling "GPU Skinning" in Player Settings for a specific build target), or
Adding a runtime capability check that falls back to CPU skinning when vertexPipelineStoresAndAtomics-equivalent functionality isn't available (this is a common limitation on mobile/mid-range Mali GPUs, not just my specific device), or
Exposing a launch argument or config file option that forces CPU skinning without requiring a full engine capability rewrite.
This affects a meaningful segment of Android/ARM devices with Mali GPUs running the game through compatibility layers (Winlator, GameHub, etc.), which is an increasingly common way people play PC titles on mobile hardware.
Happy to provide full DXVK debug logs, device specs, or test any build/patch if that's helpful.
Thanks for looking into this!