Search Issue Tracker
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
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)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
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
Menion-Leah
May 02, 2021 14:25
Still bugged in 2019.4.21f1.
Almost every week you think Unity reached rock-bottom...
msyoung2012
Feb 28, 2021 21:41
Still broken. No plan to fix this?
francy11
Feb 03, 2021 19:33
Problem is still present in 2019.4.19f LTS. Why it is considered fixed?
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?
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
}
}
}
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?
manutoo
Jun 18, 2020 14:54
Still bugged for me in 2019.4.0 ... >_<
It works a bit better if my root gameobject (not the root for the bones) scale is (1, 1, 1), but in that case some normals get messed up and the skinnedmesh still disappears when it shouldn't, although less obviously.
Jarel
May 11, 2020 23:32
Also having a problem with this.
Horus_Sungod42
Apr 30, 2020 15:12
Bugged in 2019.3.5f1