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By Design

Votes

0

Found in

2022.3.20f1

2023.2.13f1

2023.3.0b10

6000.1.0a7

6000.2.0a1

7000.0.0a1

Issue ID

UUM-65353

Regression

No

ShaderGraph's Object node's WorldBound property produces a wrong value when a Tilemap Renderer Component is active

-

Steps to reproduce:
1. Open the attached "Hopeful Dumpster Fire" project
2. Open the "Assets/Scenes/SampleScene" scene
3. Duplicate the "Square" GameObject
4. Move around one of the "Square" GameObjects and observe it’s color change
5. In the Hierarchy window, expand the "Grid" GameObject and enable the "Renderer" GameObject
6. Move around the "Renderer" GameObject
7. Observe the results

Expected results: The "Square" GameObject's color changes only when it is moved around
Actual results: One of the "Square" GameObjects' colors change when the "Renderer" GameObject is moved around

Reproducible with: 2022.3.20f1, 2023.2.13f1, 2023.3.0b10
Could not test with: 2021.3.35f1 (Object node does not have the World Bounds Min property as it was added in the 2022.3 stream)

Reproducible on: Windows 11 Pro
Not reproducible on: No other environments tested

Notes:
- Reproducible in Editor and Standalone Player
- This only affects one “Square” GameObject at a time and when the affected GameObject is disabled, the issue starts affecting the next “Square” GameObject

  1. Resolution Note:

    This is by design and working as intended. Sprite and tilemap renderers use dynamic batching by default, which is why you see different world positions/bounds (represented by color) depending if the sprites/tiles are batched. See https://docs.unity3d.com/6000.0/Documentation/Manual/dynamic-batching.html for batching limitations.

    If you require to use world position/bounds in your shaders, consider using SRP Batcher instead where per object data is preserved. See https://docs.unity3d.com/Manual/SRPBatcher.html for more information. SRP Batcher for the 2D renderer is available and enabled by default in Unity 6.

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