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Feature Request

Feature Request in 6000.5.X

Votes

0

Found in

6000.0.67f1

6000.3.7f1

6000.4.0b7

6000.5.0a5

Issue ID

UUM-133433

Regression

No

GameObject with Skinned Mesh Renderer becomes not selectable in Scene when Skinned Mesh Renderer Component is Reset

Mesh

-

Steps to reproduce:

  1. Create a new Unity project using a 3D Universal Template
  2. Add a Plane GameObject to the Hierarchy (right-click > 3D Object > Plane)
  3. In the Inspector, add a "Cloth" Component
  4. In the Inspector, in the "Skinned Mesh Renderer" Component, click on the three dots
  5. Click "Reset"
  6. Try to select the created Plane in the Scene view

Actual results: the Plane is not selectable

Expected results: the Plane is selectable

Reproducible with versions: 6000.0.67f1, 6000.3.7f1, 6000.4.0b7, 6000.5.0a5

Tested on (OS): Windows 11

  1. Resolution Note:

    The Reset action clears the SkinnedMeshRenderer's bounds, reducing the bounding box to a zero-size point. Since bounding boxes determine rendering culling based on camera frustum visibility, this creates an unusual behavior: the object remains visible when its center point is within view, but disappears entirely once the center moves outside the scene view.

    The selection issue stems from the editor's selection mechanism, which renders a much smaller 2x2 pixel frustum around the mouse cursor. With bounds reduced to a point, the plane's center likely falls outside this narrow frustum, making selection nearly impossible. Restoring proper bounds resolves this issue.

    This case is being marked as a feature request rather than a bug because all systems are functioning as designed. However, we recognize the value in implementing more intelligent reset behavior for SkinnedMeshRenderer, and this improvement will be tracked on the team's backlog so that it can be considered in the future.

  2. Resolution Note (6000.5.X):

    The Reset action clears the SkinnedMeshRenderer's bounds, reducing the bounding box to a zero-size point. Since bounding boxes determine rendering culling based on camera frustum visibility, this creates an unusual behavior: the object remains visible when its center point is within view, but disappears entirely once the center moves outside the scene view.

    The selection issue stems from the editor's selection mechanism, which renders a much smaller 2x2 pixel frustum around the mouse cursor. With bounds reduced to a point, the plane's center likely falls outside this narrow frustum, making selection nearly impossible. Restoring proper bounds resolves this issue.

    This case is being marked as a feature request rather than a bug because all systems are functioning as designed. However, we recognize the value in implementing more intelligent reset behavior for SkinnedMeshRenderer, and this improvement will be tracked on the team's backlog so that it can be considered in the future.

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