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By Design
Votes
0
Found in
2022.3.34f1
6000.0.7f1
Issue ID
UUM-74049
Regression
No
Bone blend weights using R32G32_FLOAT result in 2X scaled deformation of meshes when a subscene is present
How to reproduce:
1. Open the “Latios-scale-problem“ project
2. Open the “SampleScene“
3. Observe the Game view
Expected result: No body part of the “Male_4“ and “X bot“ models are enlarged
Actual result: Some body parts of the “Male_4“ and “X bot“ models are enlarged
Reproducible with: 2022.3.34f1, 6000.0.7f1
Could not test with: 2021.3.39f1 (Could not resolve the Console errors)
Reproducible on: macOS 14.5 (Intel), Windows 10 Pro (22H2)
Not reproducible on: No other environments tested
Notes:
- After capturing the frame with RenderDoc (Xcode for macOS), choose the Pipeline State and inspect any of the draw calls, the meshes that have the larger scaling use R32G32_FLOAT for BLENDWEIGHTS
- Reproducible in the Player
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Resolution Note:
The linear blend skinning node only supports dense 4 bones per vertex and is not compatible with blend shapes or motion vectors. The meshes that show issues use 2 dense influences per vertex. Use the compute deformation node if you want to keep 2 dense influences per vertex. The limitations can be found in the documentation: https://docs.unity3d.com/Packages/com.unity.entities.graphics@1.3/manual/mesh_deformations.html
Lastly, a kind reminder that mesh deformations in Entities Graphics is experimental, features are missing.