Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2019.4.30f1
2020.3
2021.2
2022.1
2022.2
Issue ID
1406796
Regression
No
Objects are rendered black in the Scene view when the data of the vertex buffer of the Mesh is set via script
Reproduction steps:
1. Open the attached 'qTangents Reproduction Project' project
2. Open the 'Sample Scene'
3. Make sure the 'USE_WEIGHTS' field is set to True in the 'ModelPostprocessor.cs' script
4. Reimport the 'ExampleAssets' folder
Expected result: All objects are rendered in color
Actual result: Some sides of objects in the Scene view are rendered black
Reproducible with: 2019.4.36f1, 2020.3.30f1, 2021.2.14f1, 2022.1.0b10, 2022.2.0a6
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
- Crash on GUIManager::DoGUIEvent when focusing on the Game view window on a specific project
- Asset creation in the Project Browser is not always undone/inconsistent when the undo shortcut is pressed right after creating an asset
- JobTempAlloc memory leak warning is thrown when the Player is shut down
- Graphics State Collection warm-up does not work when using with Addressables Shaders
- "Baked Shadow Radius" field is visible but inactive when when the Shadow Type is set to "Hard Shadows" under the Light Component
Resolution Note:
When BlendIndices and BlendWeights are used in a vertex layout Unity requires a specific data layout. The Vertex position and normal must be in the same stream, and blend weights and indices must be in their own stream, and the vertex position and normal are required to be 3 components in size. This change is done on load, while the on disk data matches what is requested. The layout is required for Unity's skinning code to use the model data, and we can not detect at load time where the model is being used, nor is the user prevented from reassigning the model to a SkinnedMeshRenderer, thus we do the safe thing.