Search Issue Tracker

Fixed in 2019.3.X

Fixed in 2018.4.X, 2019.2.X



Found in


Issue ID




Adding Cloth component to SkinnedMeshRenderer changes its bounds



Reproduction steps:
1. Open project attached(
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 (33)

  1. 2614a132ebe47f793f90adc31db9197f?d=mm


    May 02, 2021 15:26

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

  2. 2614a132ebe47f793f90adc31db9197f?d=mm


    May 02, 2021 14:25

    Still bugged in 2019.4.21f1.

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

  3. 0bc16a7447cd71ac18828a678313bd83?d=mm


    Feb 28, 2021 21:41

    Still broken. No plan to fix this?

  4. 153bd7050318626d40b86dae7b3dbbd6?d=mm


    Feb 03, 2021 19:33

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

  5. 805031a0740716a4de25112a1c1fe1ba?d=mm


    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?

  6. 36c65e3934745df83910152c6a077e4a?d=mm


    Aug 18, 2020 05:33

    good one <a href="">lyricsauto</a>

  7. 1cd039b45b0f636bd9990ad25a8c59dd?d=mm


    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(, new Vector3(10f, 0.2f, 10f)); // Paste your meshes real bounds here


  8. 8da99f74795197c962d4c4cd081e9c31?d=mm


    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?

  9. 6de45c1d7183c9f2b2f11c48cda4a3ec?d=mm


    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 website and really liked it a lot. I will use this plan to make my startup successful.

  10. 6fb4d2637ba838becc92cc9bead52f96?d=mm


    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.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.