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Issue ID




[MeshFilter] Static mesh offset and scaled when accessing '.mesh'




Priority: 4Not yet prioritized for a release


Severity: 3Workaround is possible

When accessing '.mesh' of a mesh filter on a static game object when other static game objects exist in the scene, the mesh becomes offset and scaled incorrectly. It only happens when at least one other static mesh is present in the scene and doesn't happen when accessing '.sharedMesh'.

To reproduce:
1. Open attached project(
1. Open the scene "CheckSizeBug", play it

What happens:
The mesh of the blue cube moves to the side and is almost not visible by the camera anymore (see "bug.bmp" and "bug2.bmp").
What should happen:
Mesh shouldn't change position or scale.

Notice that it doesn't happen if you comment out the only line in the Start() function in the script.
If it is changed to print cube.GetComponent<MeshFilter>().mesh or cube.GetComponent<MeshFilter>().mesh.[something], it still happens.

Reproduced on: 5.2.0f3, 5.2.5f1, 5.4.0f3, 5.5.4p1, 5.6.1p4, 2017.1.0b10, 2017.2.0a4.
Works fine on: 5.3.0f4, 5.3.7p3.

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