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By Design
By Design in 6000.2.X
Votes
0
Found in
2022.3.61f1
6000.0.46f1
6000.1.0b14
6000.2.0a8
Issue ID
UUM-102332
Regression
Yes
An object cannot be selected in Scene view when the SkinnedMeshRenderer bounds and the object are not overlapping
How to reproduce:
1. Create and open a new project
2. Import any FBX model that contains a SkinnedMeshRenderer Component (or import the attached "Test.fbx") to the Project tab
3. Drag the imported FBX into the Scene view
4. Select the object through the Scene view and note that it gets selected
5. In the Inspector, edit the SkinnedMeshRenderer’s Center X value so it does not overlap with the visible shape anymore
6. Align the Scene view on the Z axis and unselect the object
7. Try selecting the object in the Scene view (by clicking on it)
8. Observe the Scene view
Expected result: The object gets selected
Actual result: The object does not get selected
Reproducible in: 2022.1.0a14, 2022.3.61f1, 6000.0.46f1, 6000.1.0b14, 6000.2.0a8
Not reproducible in: 2021.3.50f1, 2022.1.0a1, 2022.1.0a13
Reproduced on: Windows 11 Pro (24H2)
Not reproduced on: No other environment tested
Notes:
- The object becomes selectable where parts of the "bounds" and the object itself overlap
- The object is selectable if the whole bounding box is selected through a box select
- The object is selectable through Hierarchy, as expected
- If there are Shape Keys on a model in Blender (tested on version 4.3.2) and it is exported as FBX, it will contain the SkinnedMeshRenderer when imported to Unity, so you can reproduce this with any model as long as they have Shape Keys
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Resolution Note:
All real world scenarios of edited bounds should be large enough to encompass the visual rendering of the output to prevent incorrect culling.
The reason for allowing the bounds to be edited is to allow them to be made larger to cover animated vertices or similar, so the object is not culled too early.
Therefore the picking algorithm is working as designed and using the intersection of bounds and rendering output.
Resolution Note (6000.2.X):
All real world scenarios of edited bounds should be large enough to encompass the visual rendering of the output to prevent incorrect culling.
The reason for allowing the bounds to be edited is to allow them to be made larger to cover animated vertices or similar, so the object is not culled too early.
Therefore the picking algorithm is working as designed and using the intersection of bounds and rendering output.