Search Issue Tracker
Won't Fix
Won't Fix in 2023.1.X
Votes
0
Found in
2020.3.39f1
2021.3.9f1
2022.1.16f1
2022.2.0b8
2023.1.0a10
Issue ID
UUM-13589
Regression
No
Texture clamp mode isn't respected when importing FBX with embedded textures
Reproduction steps:
1. Open the user's attached project
2. Import "cat_03_clamp" with embedded "clamp" texture
Expected result: FBX imported with "clamp" texture
Actual result: FBX imported with "repeat" texture
Reproduced with: 2020.3.39f1, 2021.3.9f1, 2022.1.15f1, 2022.2.0b7, 2023.1.0a9
Reproducible on: Windows 11
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
This makes sense and would be a great feature but unfortunately, I don't think we're able to add it. Extracting textures from a FBX file simply creates image files in the project folder, the ADB then detects those files and imports them with the default Texture Importer settings. We have no way to pass on the wrap mode data from the Model Importer to the Texture Importers :(
Resolution Note (2023.1.X):
This makes sense and would be a great feature but unfortunately, I don't think we're able to add it. Extracting textures from a FBX file simply creates image files in the project folder, the ADB then detects those files and imports them with the default Texture Importer settings. We have no way to pass on the wrap mode data from the Model Importer to the Texture Importers :(