Search Issue Tracker
Fixed in 2020.2.X
Fixed in 2019.3.X, 2020.1.X
Votes
5
Found in
2019.3
2019.3.0b8
2020.1
Issue ID
1197040
Regression
No
Rebuilding a mesh, using the job system to bake the collider, then setting the mesh, results in a double collider bake
To reproduce:
1) Open the attached project and scene
2) Open up Profiler, and enable Deep Profile
3) Play it, then pause it after a few frames come in
4) Select the current frame in Profiler
5) Search for sharedMesh in Hierarchy
Expected: The collider is baked once
Actual: The collider is baked twice
WORKAROUND: Do not reuse the Mesh instance for now. Every time you bake, that should be a new Mesh instance.
Reproduced in 2020.1.0a12, 2019.3.0b11, 2019.3.0a9 (when the feature was introduced)
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
- Input Field ignores first keyboard input when calling Focus() from code
- GC Alloc when using Graphics.RenderMeshInstanced
- [VFX Graph][URP] VFX crashes on URP when dragging VFX asset to the Hierarchy window
- InvalidOperationException when using AsyncGPUReadback.RequestIntoNativeArray
- Generated Entities look different when Depth Priming Mode is changed
Resolution Note (fix version 2020.2):
Fixed in: 2020.2.0a5
Resolution Note (fix version 2020.1):
Fixed in: 2020.1.0b4
Resolution Note (fix version 2019.3):
Fixed in: 2019.3.10f1