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
- Editor crashes on StoredGraphicsBuffer::GetGfxBufferID when VFX Graph property is modified during Play Mode and Application.targetFrameRate is used to limit FPS
- Crash on NVAPI_Thunk when changing Player resolution while HDR display is used and Direct3D12 is set as the graphics API
- Only one out of multiple cameras is shown in the Play Mode while HDR display is used and Direct3D12 is set as the graphics API
- The "Paste Component as New" option is incorrectly displayed as active despite the action being prohibited
- "TLS Allocator ALLOC_TEMP_TLS" errors are thrown when unsuccessfully importing an FBX file
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())