Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.

- Ensure "ProBuilderize" action is enabled for current selection on opening main window
- [case: 1258589] Fixed error in runtime sample examples.
- [case: 1258421] Fixed an issue where GI UV streams would be lost at runtime due to `ProBuilderMesh` assigning a new `Mesh` to the statically combined `MeshFilter`.
- [case: 1251289] Fixed `m_WireMaterial null reference exception` when re-importing ProBuilder.
- Fixed `TooltipEditor.Hide` affecting performance linearly with scene size.
- [case: 1259506] Fixed shortcut not being saved in 2018.4.
Expand Down
1 change: 1 addition & 0 deletions Editor/EditorCore/EditorUtility.cs
Original file line number Diff line number Diff line change
Expand Up @@ -193,6 +193,7 @@ public static void SynchronizeWithMeshFilter(ProBuilderMesh mesh)
throw new ArgumentNullException("mesh");

mesh.EnsureMeshFilterIsAssigned();
mesh.EnsureMeshColliderIsAssigned();
MeshSyncState state = mesh.meshSyncState;
bool meshesAreAssets = Experimental.meshesAreAssets;

Expand Down
19 changes: 11 additions & 8 deletions Runtime/Core/ProBuilderMeshFunction.cs
Original file line number Diff line number Diff line change
Expand Up @@ -58,6 +58,7 @@ internal void ClearDrivenProperties()
void Awake()
{
EnsureMeshFilterIsAssigned();
EnsureMeshColliderIsAssigned();

if (vertexCount > 0
&& faceCount > 0
Expand Down Expand Up @@ -123,13 +124,13 @@ internal void EnsureMeshFilterIsAssigned()
{
if (filter == null)
m_MeshFilter = gameObject.AddComponent<MeshFilter>();

#if UNITY_EDITOR
m_MeshFilter.hideFlags = k_MeshFilterHideFlags;
#endif
filter.sharedMesh = m_Mesh;

if(mesh && gameObject.TryGetComponent<MeshCollider>(out MeshCollider collider))
EnsureMeshColliderIsAssigned();
if (!renderer.isPartOfStaticBatch && filter.sharedMesh != m_Mesh)
filter.sharedMesh = m_Mesh;
}

internal static ProBuilderMesh CreateInstanceWithPoints(Vector3[] positions)
Expand Down Expand Up @@ -319,6 +320,7 @@ public void ToMesh(MeshTopology preferredTopology = MeshTopology.Triangles)
}

mesh.name = string.Format("pb_Mesh{0}", id);

EnsureMeshFilterIsAssigned();
}

Expand Down Expand Up @@ -388,17 +390,18 @@ public void Refresh(RefreshMask mask = RefreshMask.All)
EnsureMeshColliderIsAssigned();
}

void EnsureMeshColliderIsAssigned()
internal void EnsureMeshColliderIsAssigned()
{
mesh.RecalculateBounds();

if(gameObject.TryGetComponent<MeshCollider>(out MeshCollider collider))
{
#if ENABLE_DRIVEN_PROPERTIES
SerializationUtility.RegisterDrivenProperty(this, collider, "m_Mesh");
#endif
collider.sharedMesh = null;
collider.sharedMesh = mesh;
if (collider.sharedMesh != mesh)
{
collider.sharedMesh = null;
collider.sharedMesh = mesh;
}
}
}

Expand Down