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Fixed

Fixed in 2021.3.49f1, 2022.3.55f1, 6000.0.38f1, 6000.1.0a7

Votes

1

Found in

2021.3.32f1

2022.3.13f1

2023.1.20f1

2023.2.0f1

2023.3.0a14

6000.0.37f1

Issue ID

UUM-55985

Regression

No

Terrain Layers are drawn as black rectangular splotches on a Terrain when the Terrain Splatmap mip levels in the Editor and on the GPU are mismatched due to the "Global Mipmap Limit" being set to any option less than "Full Resolution"

-

Reproduction steps:
1. Open the attached “IN-57673 Terrain Mipmaps Bug - 3D Core.zip“ project
2. Open the “SampleScene“
3. Go to Edit > Project Settings… > Quality
4. Under the “Textures” settings, set the “Global Mipmap Limit” to any option below “0: Full Resolution”
5. Select the “Terrain” GameObject in the Hierarchy
6. Under the Terrain component in the Inspector, select the Paint Terrain icon
7. Select the Paint Texture tool from the drop-down menu under the icons
8. Select one of the available Terrain Layers
9. Try painting the selected Layer on the Terrain in the Scene view

Expected result: The selected Terrain Layer is painted on the Terrain with no errors
Actual result: Black rectangular splotches are painted on the Terrain and its Splatmap, and errors are displayed in the Console

Reproducible with: 2021.3.32f1, 2022.3.13f1, 2023.1.20f1, 2023.2.0f1, 2023.3.0a14

Notes:
- Reproducible in a new project
- Reproducible in the Player
- The Terrain Tools Package helps reproduce the issue more consistently by importing and applying a Terrain Splatmap to a Terrain via the Terrain Toolbox (the second error is thrown to the Console when doing so)
- Once the issue is reproduced, neither removing the Terrain Tools Package nor deleting the “Library” folder and restarting the project, nor deleting the Terrain (including its Terrain data and all of the created Terrain Layers) and creating a new one, nor downgrading/upgrading the project resolve the issue
- In a new project, the issue reproducible versions are different:
Reproducible with: 2022.2.0a15, 2022.3.13f1, 2023.1.19f1
Not reproducible with: 2021.3.32f1, 2022.2.0a14, 2023.2.0b17, 2023.3.0a13

Full message of the first error (2021.3.32f1 (when downgraded) and newer):
Graphics.CopyTexture source and destination have different master texture limits. Source 1, Destination 0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

Full message of the second error (2022.3.13f1 and newer):
Graphics.CopyTexture source and destination have different mipmap limits. Source 0, Destination 1
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

  1. Resolution Note:

    The terrain paint code now detects if the user is using a global mipmap limit, and uses a different (but slower) code path in that instance. A warning has been added to the inspector to advise the user not to paint textures with mipmap limits set.

  2. Resolution Note (fix version 6000.1.0a7):

    The terrain paint code now detects if the user is using a global mipmap limit, and uses a different (but slower) code path in that instance. A warning has been added to the inspector to advise the user not to paint textures with mipmap limits set.

  3. Resolution Note (fix version 6000.0.38f1):

    The terrain paint code now detects if the user is using a global mipmap limit, and uses a different (but slower) code path in that instance. A warning has been added to the inspector to advise the user not to paint textures with mipmap limits set.

  4. Resolution Note (fix version 2022.3.55f1):

    The terrain paint code now detects if the user is using a global mipmap limit, and uses a different (but slower) code path in that instance. A warning has been added to the inspector to advise the user not to paint textures with mipmap limits set.

Comments (2)

  1. stonstad

    Nov 10, 2024 19:53

    Why did Unity remove the votes for this issue? i.e. how did the vote count get set to zero?

  2. stonstad

    Aug 28, 2024 14:11

    The Unity response here is embarrassing. Fix your stuff, Unity. I'm impacted as well by this BUG.

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