Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.1.16f1
2020.3
2021.1
2021.2
Issue ID
1324394
Regression
No
Incorrect rendering from user's command buffer when mesh from disabled skinned mesh renderer is being swapped
Reproduction steps:
1. Download and open the attached "994948-skinned-mesh-renderer-bug.zip" project
2. In the Hierarchy window, select "Test" game object
3. In the Inspector window, observe that the "Enable Mesh Renderer" box is unchecked
4. Enter Play mode
Expected result: The Test game object is rendered correctly
Actual result: The Test game object is rendered incorrectly
Reproducible with: 2019.4.24f1, 2020.3.3f1, 2021.1.2f1, 2021.2.0a12
Could not test with: 2018.4 (Project breaks when downgrading)
Note: Expected and actual result videos are attached in the description
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
- 2D Sprite Renderer in front is affected by Sprites in the background when using Sorting Layers and a Shadow Caster 2D with Self Shadow
- Modifying UI Prefab child's Height only confirms the first 1 or 2 digits when the Scene is newly opened or the Prefab is newly created
- ProfilingSampler.Get() returns null and makes the Player only render black when building a Release Build
- Search text field visual controls for the Path binding in an Input Actions Asset is misaligned
- Display issues in VideoPlayer when using Screen.SetResolution on certain Google Pixel devices
Resolution Note:
This case has been closed by-design, however the problem area has had some changes. Now, instead of an assert being thrown a more helpful error message is generated and rendering of the Skinned Mesh Renderer is aborted. This is because the internal state of the skinned mesh renderer needs to track to mesh assigned to it, if that internal state isn't update then it can cause GPU crashes on Metal API based devices. After mesh swap the component must be given a chance to resync it's internal state to prevent this, this is done as part of the normal Unity update flow and happen after all user update method have run.