Search Issue Tracker
Won't Fix
Votes
0
Found in
2021.3.45f1
2022.3.51f1
6000.0.24f1
6000.1.0a1
Issue ID
UUM-85202
Regression
No
Certain tiled sprites are incorrectly rendered when using Mesh Type "Tight" and Draw Mode "Simple"
How to reproduce:
1. Open the attached “tile_issue” project
2. Open the “SampleScene”
3. Observe the result in the Game window
Expected result: The fourth column from the left is the same length as columns one and two
Actual result: The fourth column is not rendered properly, and is thus shorter than columns one and two
Reproducible in: 2021.3.45f1, 2022.3.51f1, 6000.0.24f1, 6000.1.0a1
Reproducible on: Windows 10, Windows 11
Not reproducible on: No other environments tested
Workaround: Use Mesh Type “Full Rect” or set “Extrude Edges” > 1. Alternatively, change the Sprite Renderer’s “Draw Mode” dropdown to “Sliced” or “Tiled”
Note: Also reproducible in Player
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
- There is no way to adjust the HDR Paper White value of the Unity Editor's interface, making it difficult/uncomfortable for some developers to work on very dark/bright scenes in HDR
- Animator window has a dropdown button that throws “MissingReferenceException” error on a new project when the previous project had a GameObject with an animation
- Animator State name overflows outside the visual box when the State has a long name
- UI Document file remains marked as Dirty after Undoing made changes
- Switching between UI Documents with different Canvas sizes marks the UXML file as dirty
Resolution Note:
After being investigated by a developer, it has been determined that the cause of this issue is due to presence of transparent/semi-transparent pixels within the gaps of the sprite, which causes issue with mesh generation in Tight Mesh.
Do ensure that these problematic pixels are not present, or switching to Full Rect or Custom Outline to define the visual mesh.