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Fixed in 2020.1.X

Fixed in 2019.3.X

Votes

18

Found in

2017.4.30f1

2018.4.4f1

2019.1.1f1

2019.1.10f1

2019.2.0b10

2019.3.0a9

Issue ID

1159597

Regression

No

Error of MeshCollider appear when Mesh Collider component is added to the Mesh and built to platform

Physics

-

To reproduce:
1. Open attached project
2. Add a MeshCollider component to MyMesh
3. Build and run

Actual result: Error appears, the second build fails
Expected result: There should be no errors when building to platforms.

Reproduced in:2017.4.30f1; 2018.4.4f1; 2019.1.10f1; 2019.2.0b10; 2019.3.0a9

Error: This MeshCollider (GameObject: 'MyMesh' Mesh: 'pG_stair_01') requires the mesh to be marked as readable in order to be usable with the given transform.
UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

Workaround: Enable read and write for the mesh

Note: First build succeeds, after that all builds fail.
Note: same for building to standalone and android.

Comments (9)

  1. startselect_

    Jan 18, 2022 06:47

    Just upgraded to 2021.2.7f1 and started getting these for certain generated meshes.

  2. Myke

    Jul 19, 2020 01:58

    Bug has returned in 2020.2a18

  3. Hanserw

    Apr 03, 2020 03:18

    This issue persists 2019.3.2f1, despite the fact the prefabs containing these mesh colliders are of simple construction. Happens randomly when building roms.

  4. Tehelee

    Feb 24, 2020 07:30

    This is not fixed, existing mesh collider components post-upgrade are still broken.

    Resetting them or re-adding the component ( as a new object at that point ) is a manual work-around; not a fix.

  5. Fira-Soft

    Jan 21, 2020 22:19

    So, only updating to unity 2019.3.5 (Release Candidate) wasnt enough to get my existent prefab working. I also needed to remove the current Mesh Collider from it and re adding a new one.

    For new objects, updating to Unity 2019.3 was enough.

  6. futurlab_peterh

    Dec 23, 2019 13:07

    This is still happening in 2019.2.17f1 (tested on PC and Switch builds)

  7. Knipscher

    Dec 18, 2019 01:17

    Same here, and marking my meshes as read/write enabled brings me from 250 FPS to 15 FPS in the CPU usage profiler and wrecks performance on mobile -- it's not a reasonable workaround. It worked fine in 2019.2.16f1.

  8. Bastienre4

    Nov 07, 2019 17:26

    Also have this issue on the 2019.3.0b10. In the 2019.2.8f1 it was fine.

  9. chriscode

    Sep 29, 2019 14:49

    Yes I had this, post build in 2019.2.0f1

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