Search Issue Tracker
Active
Under Consideration for 2021.3.X, 2022.3.X
Votes
0
Found in
2021.3.32f1
2022.3.13f1
2023.1.20f1
2023.2.0b17
2023.3.0a14
6000.0.0b11
Issue ID
UUM-56490
Regression
No
“Mesh.SetBoneWeights() failed: Vertex (vertex number) has zero weights” only in release build
How to reproduce:
1. Open the “BoneWeightRepro“ project
2. Open the “SampleScene“
3. Go to the "File > Build Settings..."
4. Toggle off Development Build and press the "Build & Run" button
5. Once the project builds, exit the Player, then open the "Player.log" file
6. Observe the “Player.log” file
Expected result: Player Build runs without errors being logged in the “Player.log”
Actual result: “Mesh.SetBoneWeights() failed: Vertex (vertex number) has zero weights” logged in the “Player.log”
Reproducible with: 2021.3.32f1, 2022.3.13f1, 2023.1.20f1, 2023.2.0b17, 2023.3.0a14
Reproducible on: macOS 13.5.2 (Intel)
Not reproducible on: No other environment tested
Notes:
- Not reproducible in Editor
- Also reproducible with free Unity 3D character module asset
- Not reproducible when the project is Build and Run with Development Build toggled on
- “Player.log” locations are:
Windows - %USERPROFILE%\AppData\LocalLow\CompanyName\ProductName\Player.log
macOS - ~/Library/Logs/Company Name/Product Name/Player.log
Linux - ~/.config/unity3d/CompanyName/ProductName/Player.log
documentation page for log files - [https://docs.unity3d.com/Manual/LogFiles.html|https://docs.unity3d.com/Manual/LogFiles.html]
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on RenderBufferManager::Textures::GetTempBuffer when rendering a specific scene
- The Inspector header is incorrectly displayed when scripts are recompiled while a Scriptable Object instance is selected
- NullReferenceException is thrown when overriding the UxmlObjectReferences in template instances
- Shaders created with Shader Graph generate a large amount of shader variants and cause slow build times when using a baked lightmap in BIRP
- Shader Graph Matrix property produces random output values when SRP Batcher is enabled
Add comment