Comments (11)
Just realised, the console had errors in it regarding read/write. I thought I had press the FIX IT button...
And I can't seem to be able to locate Combined Mesh in my project.. :(
The errors in the console indicate the game-object is statically batched. Unity is combining all the static game-objects into one mesh when you enter play-mode or make a build and the Deformable cannot read/write to that mesh.
from deform.
Sorry to hear about that. I tried going through your steps, but have been unable to reproduce the bug. Would it be possible for you to zip me a repro project?
from deform.
Certainly!
from deform.
Just realised, the console had errors in it regarding read/write. I thought I had press the FIX IT button...
And I can't seem to be able to locate Combined Mesh in my project.. :(
from deform.
Yup, I have read/write on all my rock meshes.
from deform.
@keenanwoodall Going to try with other rocks.
When I tried to package the scene, everything came in, so i'm not sure how to send you just the buggy rock.
from deform.
Each game-object has static flags for different things. If you check the static toggle on you turn on all static flags, but you can specifically disable static batching to fix the error.
That being said, I think the optimal way for Deform to handle this would be for the Deformable to detect if it is on a statically batched game-object and disable/remove itself automatically. I will look into adding this functionality.
from deform.
This problem is a symptom of a larger problem which is that Deform does not have a proper controls for Deformable stripping. I ended up making a new feature branch that adds a "Strip Mode" parameter to Deformable components. This parameter is forced on when static batching is enabled on a game-object
Let me know if this works for you! It should also solve the issue of meshes getting teleported as that was caused by static batching
from deform.
OH really!!! This is great!! Will try that ASAP.
from deform.
Umm, ok, I have one more error to solve and that should be it.
I think you can close this for now.
Thank you @keenanwoodall
from deform.
Sounds good, thanks for finding this issue!
from deform.
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from deform.