Search Issue Tracker
By Design
Votes
0
Found in [Package]
2.0.8
Issue ID
1075023
Regression
No
Probuilder UV goes to black when UV's are collapsed on some objects while using the ProBuilderize option
How to reproduce:
1. Open the user-submitted project
2. In the Project window search for the "SM_Prop_Vents_Exhaust_01" asset
3. Drag it into the Scene
4. In the Probuilder Window press "ProBuilderize"
5. Observe the result
Expected result: The Object is "ProBuilderized" correctly with all of its UVs intact
Actual result: The Object's UVs break and the object is completely dark
Reproduced in: 3.0.9, 3.0.0, 2.0.8
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 mono_log_write_logfile when more than one copy of bee_backend is running
- NativeList<T>.ParallelWriter.AddNoResize() causes memory corruption when used in a [BurstCompile] IJobParallelFor on Web builds
- Realtime reflection probe changes light strength when removing light sources using URP WebGL
- Objects near the screen edge are not culled when using GPU Occlusion Culling
- InvalidCastException is thrown when hovering over a Tilemap with a saved Random Brush pick containing empty cells
Resolution Note:
When ProBuilder imports a mesh, it tests vertices against a very small value to see if it can safely consider them as coincident. This is done because ProBuilderize does not import mesh files, but rather converts existing mesh data.
In this case, vertices that were not intended to be coincident were incorrectly flagged due to the import scale placing discrete vertices in the same position. This is what caused the black triangles.