Search Issue Tracker
By Design
By Design in 6.0.X
Votes
0
Found in [Package]
5.2.2
6.0.1
Issue ID
PBLD-117
Regression
No
Resizing a face moves its texture out of place when its UV is rotated
Reproduction steps:
1. Open the attached “BugRepro” project
2. Open the “Assets/Scenes/SampleScene” Scene
3. Open the ProBuilder window (Tools > ProBuilder > ProBuilder Window)
4. In the Scene view, in the Edit Mode toolbar select Face Selection
5. Select any face of the “Cube” GameObject
6. Using the Move Tool, drag the selected face
7. Observe the adjacent faces' textures
Expected result: The adjacent faces' textures extend and stay in place
Actual result: The adjacent faces' textures start moving around
Reproducible with: 5.0.3 (2021.3.23f1), 5.2.2 (2021.3.38f1, 2022.3.28f1), 6.0.1 (6000.0.f1f)
Reproducible on: Windows 11
Not reproducible on: No other environment tested
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
- Error “Shader error in 'YSCloudCover': call to 'tex3D' is ambiguous at Assets/YSCloudCoverText.shader(606) (on d3d11)“ is present when compiling tex3D shader with DXC
- Placeholder asset is not loaded with Advertisement Legacy sample when using the latest version of the package
- Addressables content build fails but the Player build is successful when building a development build
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
Resolution Note:
Hi, thanks for reaching out.
The PB meshes are procedurally generated, every change in the geometry is triggering a new generation of the full mesh, inncluding UVs.
Knowing that process, UVs should be generated at the end of the mesh modeling as otherwise the changes would be overriden when moving a vertex/edge/face as the mesh topology would have change.
Resolution Note (6.0.X):
Hi, thanks for reaching out.
The PB meshes are procedurally generated, every change in the geometry is triggering a new generation of the full mesh, inncluding UVs.
Knowing that process, UVs should be generated at the end of the mesh modeling as otherwise the changes would be overriden when moving a vertex/edge/face as the mesh topology would have change.