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Fix In Review for 6000.2.X

Fixed in 6000.0.56f1, 6000.3.0a5

Votes

0

Found in

2022.3.61f1

6000.0.48f1

6000.1.1f1

6000.2.0a10

6000.3.0a1

Issue ID

UUM-104605

Regression

No

Empty GameObjects are created without Skinned Mesh Renderers when using AnimatorUtility.DeoptimizeHierarchy() on FBX files with same-named GameObjects

-

How to reproduce:

1. Open the project “IN-99335_Deoptimize”
2. Enter Play Mode
3. Observe the Hierarchy → “Character_Gun_DeoptimizedClone”

Expected result: Should not contain extra “Body” and “Head” nodes without SkinnedMeshRenderer
Actual result: Contains “Body” and “Head”, both without SkinnedMeshRenderer

Reproducible with: 2022.2.0a5, 2022.3.61f1, 6000.0.48f1, 6000.1.1f1, 6000.2.0a10
Could not test with: 2022.2.0a2 (Visual Studio Editor “ScriptCompilerOptions” errors)

Reproducible on: Windows 11
Not reproducible on: No other environments tested

Notes:

* AnimatorUtility.DeoptimizeTransformHierarchy() is being called by the Deoptimizer.cs script
* If any Package issues appear, you can remove all packages

  1. Resolution Note (fix version 6000.3.0a5):

    Sadly this is a limitation of OptimizeHierarchy.

    We don't store the paths of the exposed transforms, so if one of the exposed transforms has the same name as another Transform, when deoptimizing we have no way of knowing which one it is.

    We will not be able to fix this issue, but we have added messages to warn about potential issues in DeoptimizeHierarchy in the following places:

    * In the importer
    * When using the Optimize/Deoptimize menu in the Animator Inspector
    * When using the API in the editor or in development builds.

    The warning will look like this:

    "Transform 'b1_1' has the same name(b1_1) as transform b1/b1_1.This could lead to undefined behavior if DeoptimizeHierarchy is used on this model."

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