Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

Changes in mesh renderer materials draw?

Discussion in '2018.3 Beta' started by Rotary-Heart, Dec 10, 2018.

  1. Rotary-Heart

    Rotary-Heart

    Joined:
    Dec 18, 2012
    Posts:
    801
    I'm having some issues with using multiple materials on a single mesh renderer, they seem to be drawn with a random? order. This used to work fine on older versions. Here are some images showing the issues:

    The expected behaviour (or at least how it worked before) on 2018.2.18f1
    2018.2.18f1.PNG

    The current behaviour on 2018.3.0f1
    2018.3.0f1.PNG

    I tried changing the order of the materials and it still behaves the same way. Note that both materials are a standard material on cutout. One with Unity knob texture as albedo and the other with Unity Checkmark as albedo.

    Is this the expected behaviour?
     
  2. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,356
    If the behavior changed between 2018.2 and 2018.3, then you most likely found a regression. Could you please submit a bug-report as described in this document:
    https://unity3d.com/unity/beta/guide-to-beta-testing#tab-3

    After you submitted the bug-report, you receive a confirmation email with a bug-report Case number. Please post this Case number here (in this forum thread) for Unity staff to pick up.
     
  3. Rotary-Heart

    Rotary-Heart

    Joined:
    Dec 18, 2012
    Posts:
    801
    I was about to, but after further investigation it seems like when using cutout or opaque mode this behaves with the same random draw order on both versions (I just got extremely lucky before with the order). Changing it to fade or transparent mode seems to follow the correct material list order.
     
    LeonhardP likes this.