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Meshes not rendering correctly in build

Discussion in 'Graphics for ECS' started by GaryT_01000111, Oct 20, 2019.

  1. GaryT_01000111

    GaryT_01000111

    Joined:
    Aug 4, 2017
    Posts:
    13
    I have a scene in which there are about 30 entities that are created using ConvertToEntity (Set to convert and destroy). Earlier, these entities used a material with the Sprite-Lit-Default shader in URP and I used the default checker sprite that comes with Unity for testing. It worked fine at the time.

    I added my own sprites three days ago and when the scene is loaded in a build (there is no problem in the editor), the sprites are scaled up and appear at a much lower location than intended. The colliders for the entities (I am using Unity.Physics) are still in the correct locations.

    For now I am just going to make the scene all over again and test it in a build.

    Maybe it's a problem with how the LocalToWorld component data is set? Although to be honest, I probably made some mistake while making the scene.