Unity 2018.3.7, probuilder 4.0.3 sometimes when merging objects this happens: merged objects were failry simple but had multiple materials assigned. Don't know if that's the reason. I actually managed to fix this by merging with another random object so this isn't a very urgent problem. But it did scare the crap out of me when I saw my scene looking like this. Merging objects has another downside - it removes the mesh collider from the merged object and ticks off the static flag and I have to reassign them every time. One of the more troubling issues is that objects accumulate materials without replacing them. For example: I create a PB cube and it has a default material. I use the material editor window and change it to material B. now the cube has both materials, the default and B in the same time, even though all faces only feature material B. now when I try to apply a different material again it will replace a random material from the ones it already has... when detaching faces from an object with multiple materials the detached mesh will inherit all the materials from that object, even if it's just a single face with only one visible material. other materials are still listed in the inspector sometimes while selecting the mesh with object mode and applying the new material it will be applied only to a single face and not to the whole object. often when I try to apply new material to a selection of faces by drag and droping the material from the project window, the selected faces or the whole object will vanish. I also can't figure out how the texture tiling works when deforming a mesh - sometimes when I drag the edge or verts of the face the texture will repeat itself and other times it will stretch. Is there any way to control this? In the latest version of PB there is no access to vertex color painter select by material option doesn't work properly - often selects wrong materials instead of matching only the ones selected. is it possible to snap the verts if they belong to the same object? It seems like it's not possibe but I don't know if it's actually a bug or not.