Search Issue Tracker
Won't Fix
Votes
0
Found in
5.4.2p3
Issue ID
862856
Regression
No
[StaticBatching] Loading static meshes from AssetBundles results in heavy artifacting of textures
Steps to reproduce:
1. Download the latest attached stripped down project "TrainingManager.zip" (newest ownCloud link)
2. Extract it under C:\SRC (create SRC if necessary)
3. Open the project
4. Enter play mode
5. Wait until the scene "Highwayland" from assetbundles loads
6. Open the Scene view
7. Look at the grass textures
Expected result: grass textures loaded from assetbundle appear normal
Actual result: the textures get rendered with very noticeable artifacts
Reproduced on: 5.4.2p3, 5.4.4f1
Unable to test other versions. 5.5 breaks the whole scene's textures, 5.3 is missing required commands
Notes:
-highwayland\common\highwayland_ and highwayland_.manifest assetbundles do not have Statc Batching enabled, and switching to those(by changing the names to not include "_" "fixes" the problem
-Gameobjects with most textures noticeable broken are Hi_Res_Part_004, 005 and 006, though user notes that they are broken a bit different each time.
-The project is currently set-up in a way that highwayland\common is treated as an AssetBundle server, and the project needs to be put in C:\SRC to work
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment