Search Issue Tracker
By Design
Fixed in 2017.1.X
Votes
1
Found in
2017.1.0f1
Issue ID
937196
Regression
No
UV maps are corrupted for static objects with custom shader when Static Batching is enabled
Steps to reproduce:
1) Download attached project and open in Unity
2) Make sure Static Batching is enabled in Player Settings
3) Generate Lighting in Lighting settings
4) Build and Run 'Theme1_Map3' scene
Expected result: UV maps should not be corrupted when Static Batching is enabled (check attached image 'expected.png')
Actual result: UV maps are corrupted when Static Batching is enabled (check attached image 'actual.png')
Reproduced with:
5.6.3f1, 2017.1.0p2, 2017.2.0b5, 2017.3.0a2
I wasn't able to test with 5.5.x version of Unity because shader didn't worked
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Add comment