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When a mesh instance is loaded after its assigned Skeleton3D, it displays in editor, but not when running the project. However, if there is another mesh instance that shares the same skin and skeleton of the mesh that fails to display (does not have to share the same mesh) that is loaded before that Skeleton3D, the original mesh instance and that new mesh instance display normally.
But to add more factors, if the project's .godot folder is deleted, two meshes are broken in editor in addition to while running the project, and adding/reparenting a mesh instance to align with the above situation where the meshes display properly does not cause the broken instances to reappear, only when selecting, then deselecting the Skeleton3D node the meshes are assigned to do they return to above behavior. (Sometimes userdata folder for the project must be deleted as well, but I can't figure out what causes this.)
This second situation also seems to occur if two meshes that are children of their assigned Skeleton3D node are both unparented from that Skeleton3D node in the same action.
I feel like #77192 is related given the solution to second situation's problem has the same solution as the mentioned issue.
I apologize for how scatterbrained and difficult to read this issue is, but I really have trouble understanding this bug.
Steps to reproduce
This issue seems quite inconsistent, with some solid pieces, so overall, solid reproduction steps can't be listed, but things to try in the reproduction project -
Play reproduction project on import to observe missing meshes in both editor and while running.
Toggle TestSkeleton2's edit mode, or select and deselect to observe it's child meshes appearing only in editor
Delete generic named MeshInstance3D to observe previously working child mesh instance of TestSkeleton no longer being visible while running project
Unparent both TestCube and TestCube2 from TestSkeleton2 in the same action to observe them both disappearing from editor and while running
ERROR: Condition "skeleton->size == 0" is true. Returning: RID()
occurs both in bad revisions and in good revisions.
However, in bad revisions, it is printed every time a scene with skeleton is opened. In the goo revision, this error is only ever printed once, on engine load. I do not understand why.
Godot version
v4.1.dev.custom_build [18112ba]
System information
Arch Linux (6.3.2-arch1-1)
Issue description
When a mesh instance is loaded after its assigned Skeleton3D, it displays in editor, but not when running the project. However, if there is another mesh instance that shares the same skin and skeleton of the mesh that fails to display (does not have to share the same mesh) that is loaded before that Skeleton3D, the original mesh instance and that new mesh instance display normally.
But to add more factors, if the project's .godot folder is deleted, two meshes are broken in editor in addition to while running the project, and adding/reparenting a mesh instance to align with the above situation where the meshes display properly does not cause the broken instances to reappear, only when selecting, then deselecting the Skeleton3D node the meshes are assigned to do they return to above behavior. (Sometimes userdata folder for the project must be deleted as well, but I can't figure out what causes this.)
This second situation also seems to occur if two meshes that are children of their assigned Skeleton3D node are both unparented from that Skeleton3D node in the same action.
I feel like #77192 is related given the solution to second situation's problem has the same solution as the mentioned issue.
I apologize for how scatterbrained and difficult to read this issue is, but I really have trouble understanding this bug.
Steps to reproduce
This issue seems quite inconsistent, with some solid pieces, so overall, solid reproduction steps can't be listed, but things to try in the reproduction project -
Minimal reproduction project
SkeletonAndMeshBugTest.zip (Same as #77192)
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