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By Design
Votes
0
Found in
2022.3.20f1
2023.2.13f1
2023.3.0b10
6000.1.0a7
6000.2.0a1
Issue ID
UUM-65353
Regression
No
ShaderGraph's Object node's WorldBound property produces a wrong value when a Tilemap Renderer Component is active
Steps to reproduce:
1. Open the attached "Hopeful Dumpster Fire" project
2. Open the "Assets/Scenes/SampleScene" scene
3. Duplicate the "Square" GameObject
4. Move around one of the "Square" GameObjects and observe it’s color change
5. In the Hierarchy window, expand the "Grid" GameObject and enable the "Renderer" GameObject
6. Move around the "Renderer" GameObject
7. Observe the results
Expected results: The "Square" GameObject's color changes only when it is moved around
Actual results: One of the "Square" GameObjects' colors change when the "Renderer" GameObject is moved around
Reproducible with: 2022.3.20f1, 2023.2.13f1, 2023.3.0b10
Could not test with: 2021.3.35f1 (Object node does not have the World Bounds Min property as it was added in the 2022.3 stream)
Reproducible on: Windows 11 Pro
Not reproducible on: No other environments tested
Notes:
- Reproducible in Editor and Standalone Player
- This only affects one “Square” GameObject at a time and when the affected GameObject is disabled, the issue starts affecting the next “Square” GameObject
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Resolution Note:
This is by design and working as intended. Sprite and tilemap renderers use dynamic batching by default, which is why you see different world positions/bounds (represented by color) depending if the sprites/tiles are batched. See https://docs.unity3d.com/6000.0/Documentation/Manual/dynamic-batching.html for batching limitations.
If you require to use world position/bounds in your shaders, consider using SRP Batcher instead where per object data is preserved. See https://docs.unity3d.com/Manual/SRPBatcher.html for more information. SRP Batcher for the 2D renderer is available and enabled by default in Unity 6.