Search Issue Tracker

By Design

Votes

0

Found in

2019.3.0f3

Issue ID

1210653

Regression

Yes

ProBuilder - Cannot detach faces into a new submesh

Probuilder

-

ProBuilder - Cannot detach faces into a new submesh

1. What happened

I can't detach faces into a new submesh.

2. How we can reproduce it using the example you attached
Repro steps:
- Open SampleScene and PB
- Select some pipe's faces.
- In PB Toolbar, click on "Detach Faces +" to tell it to create a new submesh rather than a gameobject.
- Validate with "Detach Selection".
- Nothing happens. No new submesh. Object stays the same.

  1. Resolution Note (2020.1.X):

    The detach faces "submesh" term is misleading but we shouldn't expect more submesh generated out of this operation, the detached still happen and having the option set to submesh will simply not create an additional object in the hierachy, just detach the faces and keep them part of the same object.

Comments (1)

  1. krisventure

    Feb 16, 2021 22:04

    I don't think detach actually happens because when I click on detach with submeshes option selected, nothing happens at all. To reproduce, just probuilderize a primitive (a cube) and select its top face then click detach and choose the option "Detach to submesh".

    If a submesh was created, we would now have 2 submeshes so I could add an additional material slot in the Meshrenderer. However, when changing the number of materials to 2, it says "This renderer has more materials than the Mesh has submeshes". Also, after exporting the result as an asset, the exported mesh is a unique mesh equivalent with the original cube with all the 6 faces present. No submeshes are present.

    My Unity version is 2019.4.3f1 and I have the same bug with both Probuilder is 4.2.3 (latest verified version for 2019.4) and 4.5.0 (latest version as of now).
    Meanwhile, it works perfectly fine when I select the "Detach to GameObject" option.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.