Search Issue Tracker
By Design
Votes
0
Found in
2017.3.1f1
Issue ID
1005424
Regression
No
Adding GameObjects to Dictionary Corrupts Some Transforms
How to reproduce:
1. Download attached project file
2. Copy the fbx folder and the StandaloneTest.cs script into the transform_bug assets folder
3. In the menu bar, select PLW Import->Standalone Test. An EditorWindow is displayed.
4. In the EditorWindow, click "Import Full (fails)" to run the test
5. If the test fails (meaning that it exhibits the bug), an error will be displayed in the console
Actual result: The code imports some tmaps, then imports some FBX models. It loads each FBX model and instantiates it as a GameObject. It adds each GameObject to a Dictionary container. During the call to Dictionary.Add(), several of the GameObject transforms get corrupted. One symptom is that the transform.localPosition value becomes (0,0,0).
Reproduced with: 2017.1.3p1, 2017.2.2f1, 2017.3.1p2, 2018.1.0b9, 2018.2.0a2
Notes:
- The failure occurs on both Windows and MacOS.
- The failure occurs only when the tmaps are imported first. If the tmaps are already in the Assets folder, it does not occur unless a large number of models (5000 - 10000) are imported.
- The number of objects that get corrupted can vary
--------------------
By design:
The problem is with the user script: the user expects to be able to change the local transform of root game objects after import. This is not possible. Instead, the user should nest the imported game object under an empty game object in the scene, then he can change the local transform relative to that root. One option is to do this in an AssetPostProcessor, so that the desired transform is applied during import.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Animator state transition preview clips are flickering when zooming in
- [Tile Palette] Sprites not rendering when brush tool "Paint a filled box with active brush" is used for the first time
- Adding available Nodes with longer names in Fragment Context window overflow Fragment Context window in Shader Graph
- "Layer Palette Profile" Asset is automatically applied to the second Terrain but doesn't load any layers
- "Terrain Tools" shortcut conflicts with the Overlays shortcut by default
Add comment