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Not Reproducible
Votes
0
Found in
2019.2
Issue ID
1245263
Regression
No
[Mesh] Crash in Mesh.SetSubMeshImpl
MeshDataBindings::SetSubMeshImpl -> UpdateSharedDataSubMeshVertexRange
GetVertexBufferRange(::GetSubMeshBuffer32(submesh, &data), submesh.indexCount, submesh.firstVertex, lastVertex);
first parameter is null, so we have a crash inside GetVertexBufferRange
Cannot reproduce it with old SetTriangles API.
Sidenote: inside MeshScripting::InternalSetIndexBufferData
Sometimes
Mesh::IndexContainer& buffer = m->GetWritableIndexBuffer();
if (meshBufferStartBytes + countBytes > buffer.size())
{
*outException = Scripting::CreateArgumentException("Accessing %zu bytes at offset %zu for mesh index buffer of size %zu bytes is not possible.", countBytes, meshBufferStartBytes, buffer.size());
return;
}
buffer.capacity() is correct, but buffer.size() is less than capacity for unknown reason.
--------
STEPS:
1) Open attached project
2) Open the scene file inside
3) Click on the sphere and make sure DebugTestChange's changeMaterial is enabled and list of materials is not empty
HexasphereMaterialData.UseNewMeshAPI = false -- has expected behavior
HexasphereMaterialData.UseNewMeshAPI = true -- some hexes will disappear, then hard crash of Unity Editor on access violation
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Resolution Note (2020.2.X):
The gotcha is, that changing mesh.subMeshCount to a smaller value than it was before will also resize the index buffer. In some cases during your script run, what used to be 3 submeshes changes to two, and the index buffer size effectively is reduced to what was the previous two submeshes (336).