Search Issue Tracker
By Design
Votes
3
Found in
2020.3
2020.3.3f1
2021.1
2021.2
Issue ID
1341382
Regression
No
[Mesh] Only SubMesh bounds are updated when using Mesh.ApplyAndDisposeWritableMeshData
How to reproduce:
1. Open the attached project's Scene labeled "SampleScene"
2. Enter the Play Mode
3. Inspect the Console Window
Expected result: Mesh Bounds 'Center' and 'Extents' are applied by Mesh.ApplyAndDisposeWritableMeshData and are not equal to zero
Actual result: Mesh Bounds 'Center' and 'Extents' are equal to zero
Reproducible with: 2020.3.10f1, 2021.1.11f1, 2021.2.0a20
Couldn't test with: 2018.4.36f1, 2019.4.28f1 (ApplyAndDisposeWritableMeshData function is not available)
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
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Resolution Note:
For the time being the mesh bounds have to be updated manually through mesh.RecalculateBounds(). I have updated the documentation to reflect this. Next to this I have created a work item to investigate the behavior in the future. The work item is tracked internally, therefore I will close this case as postponed and set it to reactive in 6 months from now.