Search Issue Tracker
By Design
Votes
1
Found in [Package]
12.0.0
Issue ID
1349065
Regression
No
[Shader Graph] Position Node uses World Space instead of Object Space when there is more than 1 instance in the scene
How to reproduce:
1. Open the attached project's Scene labeled "Test"
2. In the Scene View, inspect the square sprites
3. Note how they look
4. Disable/delete one of the sprites
5. Note that the appearance changed
Expected result: Position Node uses Object Space no matter how many instances of the Material there are in the Scene
Actual result: Position Node uses World Space when there's more than one instance of the Material in the Scene
Reproducible with: 7.7.1 (2019.4.29f1), 10.5.1 (2020.3.15f1), 11.0.0 (2021.1.16f1), 12.0.0 (2021.2.0b6, 2022.1.0a4)
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
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
Resolution Note:
This issue is a byproduct of batching sprites into one mesh - we lose the object coordinates. Dynamic batching is done automatically and can't be disabled.
A workaround is to make a unique material for every sprite, but this isn't scalable and may led to a performance impact.