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Denied access to mesh UV's. Says 'Read/Write enabled is false' but it's not. What do?

Discussion in 'Editor & General Support' started by mat108, Feb 23, 2021.

  1. mat108

    mat108

    Joined:
    Aug 24, 2018
    Posts:
    144
    Trying to randomise mesh UV's because I have props that share a material atlas in order to be able to give them a random texture upon scene loading. Read/Write is enabled in import settings, the gameobjects are not prefabs (although initially they were and it didn't make a difference) and not meshcombined.

    I get a weird error that claims read/write is disabled. But it's not.

    Is this the usual Unity 2+2=5 kind of thing or am I missing something? Please help





     
  2. mat108

    mat108

    Joined:
    Aug 24, 2018
    Posts:
    144
    Fixed it. For anyone googling in the far distant future:

    I needed to disable static batching.
     
    Fyware likes this.
  3. ugurarsen

    ugurarsen

    Joined:
    Dec 31, 2020
    Posts:
    1
    "isReadable" property might be coming from another source: The error message indicates that the "isReadable" flag is set to false, which means that the mesh is not readable. However, even if this property is correctly set in your mesh, it might be coming from another source. In this case, make sure that the "Read/Write Enabled" property is checked in the "Mesh" section.
     
  4. diskhkme

    diskhkme

    Joined:
    Mar 28, 2013
    Posts:
    3
    I also had the same problem and solved it. I don't know why, but I was using imported models in duplicate within the hierarchy, and the meshfilter of some models was set to "... instance".

    As you can see in the screenshot above, an error message is being output to the log for the "...instance" object. Perhaps these instances are not treated as completely independent MeshFilters, internally preventing modification of mesh properties.

    I re-imported the imported model from the project asset into the game hierarchy, and the MeshFilter was not treated as an instance of some others, and the problem was resolved.