Search Issue Tracker
By Design
Votes
0
Found in
2020.2.0b2
2021.1
2021.1.0b2
2021.2
Issue ID
1307602
Regression
Yes
Non-float32 Mesh is automatically converted to foat32 when generating it at runtime
Steps to reproduce:
1. Open user's attached project "NonFloat32AttributeSkinningIssue-2020.1.zip"
2. Enter Play mode
3. In the Hierarchy window select "Cube"
4. Under the Mesh component select the referenced mesh "Runtime Generated"
5. Notice the "Tangent" float value in the Inspector window
Expected results: Runtime generated non-float32 vertex format is preserved
Actual results: Runtime generated non-float32 format is automatically changed to float32 format
Reproducible with: 2020.2.0b2, 2020.2.2f1, 2021.1.0b5, 2021.2.0a3
Not Reproducible with: 2020.2.0b1
Could not test with: 2019.4 due to detailed information about the mesh is not displayed
Note:
-This issue is very similar to 1215575
- A video is attached in the edit field
Comments (1)
-
Peter77
Feb 04, 2021 18:13
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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Resolution Note:
On D3D11, the GPU Skinning is now using Compute Shader instead of Geometry Shader.
Nvidia GPU are more efficient with compute shader in that case.
This approach doesn't support float16, thus, mesh are automatically converted during import.