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Bug Report Meshes are damaged a bit (vertex coordinates are not FP32).

Discussion in 'Bug Reports' started by Lex4art, Feb 23, 2018.

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  1. Lex4art

    By:Lex4artFeb 23, 2018
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    I'm using 2017 editor package and client. This bug is easier to see on large meshes (30m+) with tiny details and if model has a lightmaps. Here is the source mesh in my editor:
    SineSpace bugreport 14 Feb 2018 - vertex positioning 1_m.jpg

    Here is how it's looking in Client:
    SineSpace bugreport 14 Feb 2018 - vertex positioning 2_m.jpg

    Following Adam's advice I've checked my export settings about meshes compression, but this is not the case - it's disabled and even if enabled it's causing not so serious damage:
    SineSpace bugreport 14 Feb 2018 - vertex positioning 4_m.jpg
    SineSpace bugreport 14 Feb 2018 - vertex positioning 5_m.jpg
    How this model looks in Client without mesh compression:
    SineSpace bugreport 14 Feb 2018 - vertex positioning 3_m.jpg
     
  2. Adam

    By:AdamFeb 23, 2018
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    Noted - looks like some kind of precision issue. Not 100% about the busted normals in the first / second shot though. That's unusual.
     
  3. Lex4art

    By:Lex4artFeb 23, 2018
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    This is not normals IMHO - feels like lightmaps goes mad because vertices randomly welded/changed due vertex precision problem and lightmaps are mismatched because of this...
     
  4. Adam

    By:AdamFeb 23, 2018
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    Can you see if turning batching static on/off helps?
     
  5. Lex4art

    By:Lex4artFeb 23, 2018
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    Tested, no difference.
     
  6. Lex4art

    By:Lex4artMar 10, 2018
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    With 2017.2 update for Client/Editor package there is some improvements (shadows are normal again on my lamps assets) but still - fine details are damaged on large meshes):
    SineSpace FP32 bug 1.jpg SineSpace FP32 bug 2.jpg
     
  7. Adam

    By:AdamMar 10, 2018
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    Hrm. I'm wondering if Unity is doing something stupid - this does look like UV packing precision perhaps.