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Fixed in 2019.3.X

Fixed in 2018.4.X, 2019.2.X

Votes

10

Found in

5.5.0p3

Issue ID

879696

Regression

No

Adding Cloth component to SkinnedMeshRenderer changes its bounds

Physics

-

Reproduction steps:
1. Open project attached(UnityBugRepro.zip)
2. Open scene (test)
3. Select Rig_Male_Thief_Thug -> Rig_Male_Thief_Thug_Body
4. Add cloth component to it.

Expected result: SkinnedMeshRenderer bounds will stay in its place.
Actual result: SkinnedMeshRenderer bounds changes position.

Fixed in: 2019.3.0a3

Reproduced on: 5.3.7p3, 5.4.4f1, 5.5.1p3, 5.6.0b8.

Comments (34)

  1. amnine

    Jun 23, 2022 06:04

    nice post

  2. Menion-Leah

    May 02, 2021 15:26

    For anyone else no more hoping in a fix from Unity, this workaround actually worked for me:

    https://forum.unity.com/threads/mesh-bounds-are-far-off.738014/#post-6105486

  3. Menion-Leah

    May 02, 2021 14:25

    Still bugged in 2019.4.21f1.

    Almost every week you think Unity reached rock-bottom...

  4. msyoung2012

    Feb 28, 2021 21:41

    Still broken. No plan to fix this?

  5. francy11

    Feb 03, 2021 19:33

    Problem is still present in 2019.4.19f LTS. Why it is considered fixed?

  6. adelinebernard735

    Jan 31, 2021 18:01

    It still happens in version 2019.4.13 it's really a big problem, is there a chance that it will be fixed one day?

  7. shubhamswaraj2021

    Aug 18, 2020 05:33

    good one <a href="https://www.lyricsauto.com">lyricsauto</a>

  8. Jaakk0S

    Jul 30, 2020 20:31

    Issue still present in 2020.1 version. Analysis: the Cloth vertex deformation code seems to constantly recalculate the SkinnedMeshRenderer bounds and it messes it up.

    Fix: add this script to your SkinnedMeshRenderer object or higher in hierarchy.

    using UnityEngine;

    public class FixClothBounds : MonoBehaviour {

    private SkinnedMeshRenderer[] Renderers;

    void Awake() {
    this.Renderers = this.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>();
    }

    void OnRenderObject () {
    foreach (SkinnedMeshRenderer smr in this.Renderers) {
    smr.localBounds = new Bounds(Vector3.zero, new Vector3(10f, 0.2f, 10f)); // Paste your meshes real bounds here
    }
    }

    }

  9. GameDevDavid

    Jul 14, 2020 20:51

    Issue still occurs in 2019.4.0 and 2019.4.3. Is there plan to integrate fix to next LTS release?

  10. sugh1939

    Jul 04, 2020 11:03

    Hi, thanks a lot for sharing this with me. I am starting a new startup and was reading a business plan on www.ogscapital.com/service/business-continuity-plan/ website and really liked it a lot. I will use this plan to make my startup successful.

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