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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
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.