Search Issue Tracker
Not Reproducible
Votes
0
Found in
2018.3.0a1
2019.1.0a1
2019.1.0f2
2019.2.0a1
Issue ID
1156273
Regression
No
SkinnedMeshRenderer.SetPropertyBlock() does not set Color consistently when GO has single Mesh with 2 Materials
How to reproduce:
1. Open the "SampleScene" Scene in the attached "TestSkinMeshPropertyBlock.zip" Project
2. Enter Play Mode
3. Observe the two GameObjects in the Scene
Expected Behaviour: Both GameObjects are red
Actual Behaviour: One GameObject is red and the other one is white
Reproducible with: 2018.4.1f1, 2019.1.5f1, 2019.2.0a1
Note: Could not test with 2017.4.28f1 due to submeshes being unsupported and different structure of SkinnedMeshRenderer.SetPropertyBlock() Method.
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
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
Resolution Note:
Fixed in 2019.2.0a2