Search Issue Tracker
Active
Under Consideration for 9.2.X, 10.2.X, 11.0.X, 12.0.X, 13.0.X
Votes
0
Found in [Package]
9.2.1
10.2.1
11.0.1
12.0.2
13.0.0
Issue ID
DANB-1047
Regression
No
Sprite Skin deformation breaks when using MaterialPropertyBlock to set Instance Properties on a specific shader
How to reproduce:
1. Open the attached “IN-102621” project
2. Open the “SampleScene” Scene
3. In the Hierarchy expand the “Rig Deformation Test 2.a (Broken: Material Property Block)” GameObject
4. Select the Target GameObject and change the Transform component Position value to -10 in the Inspector window
5. Observe the “Rig Deformation Test 2.a (Broken: Material Property Block)” GameObject bend downwards
6. Select the “Rig Deformation Test 2.a (Broken: Material Property Block)” GameObject
7. In the Inspector window right click the “Material Properties (Script)” component and select the “Update Material Properties” option
8. Observe the “Rig Deformation Test 2.a (Broken: Material Property Block)” GameObject
Expected result: The GameObject keeps bending downwards
Actual result: The GameObject is not bending downwards
Reproducible with: 2022.1.0a1, 2022.3.64f1, 6000.0.52f1, 6000.1.10f1, 6000.2.0b8
Reproduced on: Windows 11
Not reproduced on: No other environment tested
Note: Removing Sprite Skin and Sprite Renderer components from the “Submachine Gun” GameObject inside the “Rig Deformation Test 2.a (Broken: Material Property Block)” GameObject and then adding them back using Ctrl + Z will make the Sprite Skin deformation work again
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "List is empty" is poorly visible in the "Create Node" window
- [Android] GameObject with a custom shader becomes invisible when deployed with the Vulkan Graphics API
- “ReferenceError: Pointer_stringify is not defined” error is thrown when downloading a file
- GameObjects are not rendered when using a fragment shader with RWStructuredBuffer in URP
- [Profiler] The GPU Highlight module flags the frame before the spike when using DoInference in a coroutine
Add comment