CombineMeshesJobs uses wrong UV buffer: FIX: Add missing '.Slice(sum, length);'

Include the following details while filing a bug report (edit as applicable):

  • Issue category: Lightship Maps
  • Device type & OS version: Android / iOS / Other Ex. iPhone 8+ on iOS 13
  • Host machine & OS version: Mac / Windows / Linux / Other Ex. Mac on Big Sur x.x
  • Issue Environment : Unity Remote / Unity Mock / On Device / Dev Portal
  • Xcode version:
  • ARDK version:
  • Unity version:

Bug reproduction steps:
Combine meshes jobs messes up UVs. In Execute of CombineMeshesJob it seems a simple slice call was missed. Hence the UVs for the combined mesh are not updated correctly:

            var currentVertices = arr.Slice(sum, length);
            var currentNormals = Output.GetVertexData<float3>(stream: 1).Slice(sum, length);
            var currentUvs = Output.GetVertexData<float2>(stream: 2).Slice(sum, length);

Notice my addendum to the last line: ‘Slice(sum, length)’ is not originally there. Hence ‘currentUVs’ always points to the start of the buffer

1 Like

Hey Martin,

Thanks for sharing! We’ve taken note of this and will address it in a future release of Maps.