Search Issue Tracker
By Design
Votes
0
Found in
2017.4
2018.4
2019.2
2019.3
2020.1
Issue ID
1211881
Regression
No
Different Tangent types result in different vertices count in the same fbx model
Reproduction steps:
1. Open "1211881" project
2. Select "Head" Game Object in the scene
3. In the Inspector click on the "Mesh" selector dot
4. In the Model preview, notice the number of verts
5. In the Project window Select "Head.FBX"
6. In the Inspector change the "Tangents" to some other value
7. Repeat Steps 2-4
Expected Result: The number of verts is the same
Actual Result: The number of verts is different
Reproduces with: Direct3D11, Direct3D12, Vulkan, OpenGL
Reproduced with: 2020.1.0a17, 2020.1.0a16, 2020.1.0a11, 2020.1.0a1, 2019.3.0f5, 2019.2.19f1, 2018.4.15f1, 2017.4.36f1
Could not test on(No vertice count): 2020.1.0a20, 2020.1.0a18
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
- SerializedPropertyChangeEvent is invoked when initially binding PropertyFields in custom Editor
- UI Panel is not visible when HDR and STP filter are enabled
- Crash on GfxDeviceD3D11Base::DrawBuffersIndirect when opening a specific project
- OnTriggerExit2D is called in Play mode when undoing component adding
- Builds fail with "Execution failed for task ':launcher:checkReleaseDuplicateClasses'" error when the newer version of the In-App Purchasing package is installed on a specific project
Resolution Note:
This is the expected behavior in Unity.
The number of vertices are driven by how the tangents are treated when setting the normals, which can vary depending on approach used to calculate.