Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2019.2.X, 2019.3.X
Votes
1
Found in
2019.2.0a6
2019.3.0a1
2019.3.0b3
2020.1.0a1
Issue ID
1183953
Regression
Yes
Black textures are generated when creating a compressed texture asset with already existing name
How to reproduce:
1. Open the SampleScene in the attached "case_1183953_repro" project
2. In the top menu bar click in TextureTest -> "Create new Compressed Texture"
3. Drag the appeared compressed Texture from a Project Window on a Cube GameObject in the Scene Window
4. Repeat steps 2 and 3 one more time
Expected results: Cube is red
Actual results: Cube is black
Reproducible with: 2019.2.0a6, 2019.2.7f2, 2019.3.0b4, 2020.1.0a5
Not reproducible with: 2018.4.9f1, 2019.2.0a4
Additional notes:
1. The texture was compressed using EditorUtility.CompressTexture() method
2. The compression format does not affect the outcome
3. Texture assets may be created successfully, but they will be displayed as black on the preview
4. After restarting the Editor, the Texture becomes red
5. On Unity ver. 2019.2.0a5, a project crashes when trying to put the compressed texture on a Cube
6. The project could not be tested on Unity 2017.4.32f1 and earlier due to missing "mipChain" parameter in the EditorUtility.CompressTexture() method
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
Resolution Note (fix version 2020.1):
This bug is fixed in 2020.1.0a20.2541, and the fix will be backported to 2019.3 and 2019.2.
Resolution Note (fix version 2019.3):
Bug has been fixed, EditorUtility.CompressTexture() now sets the data on the GPU correctly.
Resolution Note (fix version 2019.2):
Bug was not fixed in 2019.2