Quick answer: Unity Graphics Jobs running skinned mesh batches out of expected order? Job dependencies aren't declared between renderers - explicit JobHandle dependencies are required.
Per-frame mesh deformation + skinned render. Some frames the render uses last-frame data; others current.
Declare dependencies
var renderHandle = renderJob.Schedule(deformHandle);Render job waits for deform. Order is enforced.
Or use SyncJobs once
Sync after deform; render starts cleanly. Costs parallelism; gains determinism.
Profile job graph
Jobs profiler shows dependencies; outliers are missing dependencies.
“Jobs system needs explicit dependencies. Implicit ordering is non-deterministic.”
For graphics-related jobs, dependency declarations are the most-overlooked correctness concern.