Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.4
2019.4.24f1
2020.3
2021.1
2021.2
2022.1
Issue ID
1348502
Regression
No
Importing a FBX model will incorrectly strip a suffix from Node Name
How to reproduce:
1. Open the attached project "NodeNameTruncation.zip"
2. Expand the in the Project View
3. Observe the names of the child elements
Expected result: The names are 'One(1)', 'Two(2.0)' and 'Three(Three)'
Actual result: The names are 'One', 'Two(2.0)' and 'Three(Three)'
Reproducible with: 2018.4.34f1, 2019.4.29f1, 2020.3.14f1, 2021.1.14f1, 2021.2.0b3, 2022.1.0a1
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
- Character spacing value is not applied when using a specific font asset
- [Android][IL2CPP] Player crashes on __memcpy_aarch64_simd+276 when invoking native code via a plugin on some ARM64 Android devices
- [Android]Resources fail to load when the AAB build contains a large Addressables Bundle
- System.UriFormatException is thrown when building the Localization "Preloading Screen Example" in WebGL
- Unity is loading internal version of SharpZipLib instead of local version
Resolution Note (2022.1.X):
"(1), (2), (3)" form legacy behavior for identifying duplicates in the FBX format - this is inherent to the format, and something not designed by Unity. When reading the node, the FBX SDK strips the postfix & registers that node as a duplicate. In this regard, Unity behavior is consistent with other DCC FBX-SDK based tools (Maya/Max), which also strip the extensions on read.
This is not the case for files generated using newer version of the FBX SDK which no longer use "(1), (2)" etc. to identify duplicates.