Search Issue Tracker
Won't Fix
Won't Fix in 5.0.X
Votes
0
Found in [Package]
4.4.0
4.5.0
4.5.2
5.0.1
5.0.3
5.0.4
5.0.6
Issue ID
PBLD-25
Regression
No
Fbx model is incorrectly converted to a ProBuilder editable object when using ProBuilder's ProBuilderize function
Reproduction steps:
- Open the attached “ProBuilderizeBug.zip” project
- Open the “/Assets/Scenes/SampleScene.unity”
- Select the “Street Light” GameObject in the Hierarchy window
- Open the ProBuilder window (Tools > ProBuilder > ProBuilder Window)
- Select the “ProBuilderize” button in the ProBuilder window
- Observe the Model in the Scene View
Expected result: The fbx model is correctly converted to a ProBuilder-editable object
Actual result: Som of the converted ProBuilder-editable object’s faces have incorrect normals, some faces missing
Reproducible with: 4.4.0, 4.5.0, 4.5.2, 5.0.1, 5.0.3, 5.0.4, 5.0.6 (2020.3.37f1, 2021.3.8f1, 2022.1.13f1, 2022.2.0b4)
Reproducible on: Windows 10 (21H2)
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:
Importing the mesh in a DCC and re-exporting it as an FBX with homogeneous scale is creating the same holes in the mesh than the probuilderize action.
This is because the original mesh contains some errors, such as vertices that should be collapsed or intersecting geometry.
Thus it does not seems that problem is not coming from the ProBuilderize action.
Resolution Note (5.0.X):
Importing the mesh in a DCC and re-exporting it as an FBX with homogeneous scale is creating the same holes in the mesh than the probuilderize action.
This is because the original mesh contains some errors, such as vertices that should be collapsed or intersecting geometry.
Thus it does not seems that problem is not coming from the ProBuilderize action.