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Won't Fix

Votes

0

Found in

2021.3.11f1

Issue ID

UUM-16173

Regression

No

Trying to read mesh produces "Reading UV coordinates of mesh "" failed. Only float32 format is supported." error

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How to reproduce:
1. Open the attached "fps_stripped" project
2. Build the project
3. Run the built project twice
4. Click “Create Room” in the first Player
5. Select “Enter Room Name”
6. Enter any name for the room
7. Move the “Max Players” slider to “2”
8. Click “Create Room”
9. Select “Automatic Rifle” in the “Primary” tab
10. Click “Spawn”
11. Click “Find Room” in the second Player
12. Select the lobby that you created using the first Player
13. Click “Spawn”
14. Open the first Player again and find the character that you spawned with the second Player
15. Shoot the character in the legs, arms or torso
16. Observe the shot character’s clothes

Expected result: Blood appears on the character’s clothes
Actual result: No bloodstains appear on the clothes

Reproducible with: 2021.3.8f1, 2021.3.11f1
Couldn’t test with: 2023.1.0a12 (menu didn’t load)

Reproducible on: Windows 10

Notes:
1. If the issue does not reproduce, rebuild the project, as the issue may not reproduce once in 10 builds
2. Also seems to reproduce in IL2CPP
3. Doesn’t reproduce in the Editor
4. More versions couldn’t be tested as the project takes up to 2 hours to build
5. Bloodstain implementation can be found in the setblood() function (Line 490) of the Assets/Scripts/”MainGunClass.cs” script

  1. Resolution Note:

    Based on the information available it seems like raycasting is intersecting with a mesh that doesn't have float32 UVs. In the error message there is no name for the mesh, so it could possibly be generated from somewhere in the project. Please make sure all meshes used for collision have the correct data format. If the issue persists please try to make a minimal repro that is clearly demonstrating the issue, and we can take another look.

Comments (1)

  1. JuanNaveros

    Jan 11, 2023 10:46

    I had the same issue and it was the Read/Write flag of the mesh not being checked.
    The error is wrong in that case.

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