Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2019.3.X
Votes
1
Found in
2019.1.0a3
2019.2
2019.3
2019.3.0f6
2020.1
Issue ID
1215645
Regression
Yes
Particle System Shape Module fails to enable Mesh r/w on build when the Mesh is also used by the imported Skinned Mesh Renderer
How to reproduce:
1. Open scene 'Main' from the attached project
2. In Hierarchy delete "WizardHat"
3. Save scene (Ctrl+S)
4. Drag "WizardHat" from Project window to Hierarchy
5. Select "Particle System" and in Inspector expand Shape Module
6. Drag "WizardHat" from Hierarchy to the 'Mesh' slot of Shape Module
7. Save scene (Ctrl+S)
8. Open Build Settings and set the active scene to be included
9. Build and try running the project
Expected result: Build runs and particles emit
Actual result: Build crashes
Reproducible with: 2019.1.0a3, 2019.2.20f1, 2019.3.1f1, 2020.1.0a22
Not reproducible with: 2017.4.36f1, 2018.4.17f1, 2019.1.0a2
Workaround: Manually enable Read/Write in model Import Settings
Note: Does not reproduce on 2019.1.0a3 if step 3 is skipped
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
- UnityYamlMerge.exe doesn't correctly handle merge conflicts in modified properties on a prefab variant
- Inconsistent color scheme in "Details" section of "Select Presets" inspector window
- Crash on __pthread_kill when launching Editor via command-line with "-disableManagedDebugger" argument
- [VFX] Deleting “New Group Node” name doesn’t allow to type or add new name
- [VFX] Creating a long Group Node name breaks nodes boarders
Resolution Note (fix version 2020.1):
Fixed in 2020.1.0a24. A warning will now be thrown to report that the Mesh must be read/write enabled when assigning a Mesh with blend shapes to a ParticleSystems ShapeModule through a script in a Player build.
Resolution Note (fix version 2019.3):
Fixed in 2019.3.6f1