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.

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