Search Issue Tracker
By Design
Votes
0
Found in
2017.4.0f1
2017.4.17f1
2018.3.0a1
2019.1.0a1
2019.2.0a1
Issue ID
1147419
Regression
No
Mesh.CombineMeshes result has different normals if the original mesh has tweaked normals and scale
How to reproduce:
1. Open the attached "case_1147419-MergeMeshBug" project and open scene "main"
2. In the Hierarchy, select "Quad" and notice that it has a non-uniform scale
3. Enter Play mode and inspect the quads in the Scene view
Expected Results: Both quads have identical normals
Actual results: The quad generated from CombineMeshes has different normals than the original quad
Reproducible with: 2017.4.26f1, 2018.3.14f1, 2019.1.0f2, 2019.2.0a13
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
- Crash when attempting to create a custom FMOD DSP unit
- [Linux] Floating windows do not keep their size after restarting the Editor
- .framework plugin is mistakenly treated as a directory when building for Universal Windows Platform
- Artifacts appear on GameObjects when using the WebGL Player on Silicon macOS
- Only the icon of the disabled child GameObject is faded when a parent GameObject is a Prefab
Resolution Note (2019.3.X):
By design: CombineMeshes() works as it should, with the scaling applied to the normals of the resulting mesh. The debug visualization of the normals incorrectly transformed the normals of the original mesh (whereas the generated mesh didn't need any transformation, as the transforms got applied when calling CombineMeshes())