Search Issue Tracker
Fixed
Fixed in 6000.0.50f1, 6000.1.5f1, 6000.2.0b1
Votes
0
Found in
6000.0.34f1
6000.1.0b1
6000.2.0a9
Issue ID
UUM-95758
Regression
Yes
Mesh Rendered GameObject using the SpriteLitDefault Material becomes invisible when animating with the URP Sprite-Lit-Default Shader
How to reproduce:
1. Open the attached “IN-92544” project
2. Open the “SampleScene”
3. Enter Play mode
4. Observe the result
Expected result: The square remains on the screen
Actual result: The square disappears
Reproducible in: 2023.1.0a11, 6000.0.34f1, 6000.1.0b1
Not reproducible with: 2021.3.48f1, 2022.3.57f1, 2023.1.0a10
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Note: The issue does not occur when the GameObject material or the Animator Shader is set to Sprites-Default
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
Add comment