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
- 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:
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.