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Fixed in 2017.2.0f3
Fixed in 5.6.X, 2017.1.X
Votes
131
Found in
5.6.0f3
Issue ID
899009
Regression
Yes
"In order to call GetTransformInfoExpectUpToDate..." error message appears while toggling Skinned Mesh Renderer component
How to reproduce:
1. Create a new project
2. Change "Directional Light" type from Directional to Spot, make sure that it's Shadow Type settings would be set to Soft or Hard Shadows
3. Add a 3D Object as a child of "Directional Light" GameObject
4. Add a Skinned Mesh Renderer component to a 3D Object
5. Create an empty GameObject as a child of 3D Object
6. Go back to 3D Object Inspector settings and set an empty GameObject as a Root Bone
7. Toggle on and off 3D Objects Skinned Mesh Renderer component repeatedly
Expected result: No error is appearing
Actual result: "In order to call GetTransformInfoExpectUpToDate, RendererUpdateManager.UpdateAll must be called first." error message appears in the Console
Note: The important parts of this bug reproduction are Spotlight, Realtime/Mixed Shadows(hard/soft), "Skinned Mesh Renderer" with "Root Bone" assigned
Regression introduced in - 5.6.0b8
Reproducible with - 2017.1.0b1, 5.6.0f3, 5.6.0b8
Not reproducible with - 5.6.0b7, 5.5.3f1, 5.4.5f1
--------------
Fixed in 2017.2.0a4. Backports to 5.6 and 2017.1 were made.
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wavebbs
May 09, 2017 10:37
Hi!!!
I found call Commandbuffer.drawRender() will always case this bug!!!
pixelgriffin
May 08, 2017 03:14
I can confirm this issue still exists in 5.6.0f3. However, I have no spotlights. Despite what others might be saying AFAIK my errors are resulting from interpolation on a rigidbody.
Using SteamVR's interaction system moving an object erratically and letting go a few times will cause these errors to spew out.
I have confirmed that this ONLY happens when the object's rigidbody interpolation is set to something other than none after being let go of.
Interestingly enough, when the object has interpolation on its rigidbody will not interact with other collision meshes, it is effectively non existent in terms of colliders, despite the colliders still maintaining their proper properties.
Hazneliel
May 07, 2017 22:37
Also want to confirm that this is not an interpolation issue, that one was fixed in https://issuetracker.unity3d.com/issues/errors-message-at-editor-play
This issue is specifically for spotlights since disabling them resolves the issue.
Hazneliel
May 07, 2017 21:15
Im seeing this issue on 5.6.0 with a realtime spotlight. Any workaround?
polypandas
May 05, 2017 02:23
Updated from 5.5 to 5.6.0f3 and now get this error. I have a rigid body that is attached to a characters hand. The rigid body has interpolation. The character animates its arms but now the rigid body no longer stays in place on the hand.
kloogens
May 02, 2017 15:50
This is still rigidbody related. Had a character with an rigidbody attached. Once I removed the RB from the character, it stopped throwing the error. Strange thing though, after I added the RB back to the character with all the same values it worked without any more errors? This is remarkably frustrating and is eating up tons of my time. I'm spending a good 30% of all my productivity fighting Unity bugs.
v_Jay_v
May 02, 2017 04:04
:(
viodf
May 01, 2017 22:52
Still happening on OSX with 5.6.0p2
Zyl
Apr 30, 2017 12:06
I have found another way of getting this error message to be printed. I have submitted a seperate bug report for it, but posting reproduction steps here anyway:
1. Create a cube from the menu: GameObject->3D->Cube.
2. Set the Lightmap Static flag to be enabled on it.
3. Under Window->Lighting->Settings, make sure "Auto Generate" is disabled.
4. Move, rotate or scale/rect-transform the object using handles in the scene view.
5. Press Ctrl+Z or select Undo from the menu: Edit->Undo
mushdevstudio
Apr 29, 2017 23:40
Just tried 5.6.0p3 and it is still happening - wtf - why did they change such a fundamental process as rigid body interpolation - this is a real deal breaker and has shaken my confidence in using Unity after spending the last few years building my soon to be released game which relies heavily on rigid body interpolation. :(