Search Issue Tracker
By Design
Votes
0
Found in
2021.3.31f1
2022.3.10f1
2023.1.16f1
2023.2.0b12
2023.3.0a9
Issue ID
UUM-53182
Regression
No
Mesh Renderer is frozen when there are duplicate Static GameObjects
How to reproduce:
1. Open the attached project "Essentials.zip"
2. Enter Play Mode
Expected results: "FallingSphere" and "FallingSphere (1)" are falling in the Game view
Actual results: "FallingSphere" and "FallingSphere (1)" are not falling in the Game view
Reproducible with: 2021.3.31f1, 2022.3.10f1, 2023.1.16f1, 2023.2.0b12, 2023.3.0a9
Reproducible on: Windows 11 22H2
Not reproducible on: No other environment tested
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
- Can’t delete gradient keys with Mac keyboard or context menu options
- Editor freezes for a few minutes when closing or switching a VFX window that was opened in a previous project
- UI Overlaps when switching Render Pipeline Asset for different Quality Levels in Quality Project Settings
- Ray Tracing Shader link to the documentation isn’t working
- Warning "BatchRendererGroups currently don't support override shaders" is spammed in Play mode when using H-Trace WSGI with BatchRenderGroups
Resolution Note:
This issue is happening because the two spheres are marked Static, and therefore they are combined to a single, static world-space mesh by the Static Batching which is enabled in Player Settings. Objects that are marked Static are not expected to be moved at runtime, which is the case here.
The reason why it behaves differently with a single sphere is that with a single static object, there is nothing to combine and therefore static batching is effectively disabled in this case. However, this is incidental behavior/optimization that shouldn't be relied upon. The root issue here is that static objects are being moved at runtime.