Search Issue Tracker
By Design
Votes
0
Found in [Package]
12.0.0
Issue ID
1334614
Regression
No
Wrong object position with Shader graph when static batching is enabled
Reproduction steps:
1. Open attached project "WSPositionIssue.zip" and scene "SampleScene"
2. Enter Play Mode
3. In Game View, move back and forth using W and S keys, observe the color change on the two Cube GameObjects
4. Exit Play Mode
5. Set the two Cube GameObject to non-static
6. Enter Play Mode
7. In Game View, move back and forth using W and S keys, observe the color change on the two Cube GameObjects
Expected result: No difference in color changes
Actual result: Differences in color changes when objects are static and non-static
Reproducible with: 10.5.0 (2020.3.8f1), 11.0.0 (2021.1.6f1), 12.0.0 (2021.2.0a17)
Could not test with: 2018.4.35f1, 2019.4.26f1 (compilation errors break project)
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
- "No HDR monitor detected." warning is shown in the Rendering Debugger even when the Editor is on HDR-enabled monitor
- Shader Graph Enum Keyword Default Value changes after reordering Entries
- Light Explorer throws “ArgumentException” error when disabling all columns from the Multi-column panel context menu
- "Freeze Camera For Culling" options are inconsistent between the Game view overlay and Rendering Debugger window
- Crash on GetOriginalSourceOrVariantRoot when creating a scene from a specific template
Resolution Note:
Static batching has always had this limitation. It's by design. It combines objects, so the is now a combined object position for the whole combined object. If this is not what you want, then please disable static batching. We are aiming to deprecate static batching in the future as the SRP Batcher is doing a much better job and doesn't need mesh merging.