Search Issue Tracker
Won't Fix
Votes
0
Found in
2019.3.0a9
2019.3.0f1
2020.1
Issue ID
1209911
Regression
Yes
Build throws "One of the triangles is too large" when an object with "Mesh Collider" and "Generate Colliders" enabled is present
How to reproduce:
1. Open attached project "physics triangle edge too long.zip"
2. In Inspector window, observe the "golemplains terrain" children have "Mesh Collider" component
3. In Project window, observe the "golemplains terrain" "Generate Colliders" is enabled
4. Build and Run
5. Observe the Console window
Expected result: error containing additional information, for example, which scene contains the object, how large the triangles should be
Actual result: error specifies which object is causing the error
Reproducible with: 2019.3.0a9, 2019.3.0f5, 2020.1.0a18
Not reproducible with: 2017.4.36f1, 2018.4.15f1, 2019.2.18f1, 2019.3.0a1, 2019.3.0a8
-
Marcos-Elias
Mar 26, 2020 21:43
Well... I'm getting this error with 2919.3 with some Probuilder meshes.
How to fix it? I have lots of scenes, it does not say where the object is located:Failed to create Physics Mesh from source mesh "pb_Mesh2982286". One of the triangles is too large. It's recommended to tesselate the large triangles.
Failed to create Physics Mesh from source mesh "pb_Mesh200138". One of the triangles is too large. It's recommended to tesselate the large triangles.
Failed to create Physics Mesh from source mesh "pb_Mesh898780". One of the triangles is too large. It's recommended to tesselate the large triangles.
Even opening scene by scene I cannot see right into the hiearchy, I must select the object, one by one, and see inspector... For hundreds of scenes... That really sucks.
I'll NEVER use any other Unity tool to modelling, tired of Probuilder bugs at some major upgrades. So frustrating. :(
Many days lost just to do a simple upgrade.
-
BuzzJive
Mar 16, 2020 19:11
This is not a resolved issue. In previous builds this would fail silently, which was not the best solution, but neither is the way it will cause full builds to fail now. A PC build with a triangle like this will not succeed. A middle solution of showing the error as the proper warning that it is but allowing a build would be far better than it is now.
-
timbo3DDev44
Jan 22, 2020 02:18
This is not an improvement as the old way still worked very well. Please can more information be provided when this fails at least
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
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note:
In the current version of PhysX, a large triangle is one that has at least one of the edges longer than 500 * mesh_scale. This check will depend on PhysX version, and the API doesn't communicate back the details, only the error message and the status. Priorly, in the older versions there wasn't be even a message, just the failed status so it's an improvement compared to how it worked before actually.