Search Issue Tracker
Duplicate
Duplicate in 2017.3.X
Votes
18
Found in
2017.3.0a7
2017.3.0f3
Issue ID
981132
Regression
Yes
[Regression] Hitting 'Apply' on a prefab with cloth collider creates multiple Mesh Collider components
How to reproduce:
1. Create new project file
2. Add a new 3D GameObject in Hierarchy Window
3. Add Cloth component
4. Drag GameObject to Project folder to make it a prefab
5. Select GameObject in the Hierarchy Window and repeatedly hit 'Apply' in Inspector
Actual result: Hitting 'Apply' on a prefab with cloth collider creates multiple mesh collider components
Reproduced with: 2017.3.0f3, 2018.1.0b1
Not reproduced with: 2017.2.1p1
Regression since: 2017.3.0a7
Comments (11)
-
Pinkuboxu
Jan 01, 2018 08:36
Voted. Also, though anecdotal, It's been a bug since 2017.3.0b1 as far as I know.
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
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
This is a duplicate of issue #960479