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After allowing the mesh upgrade tool to re-save all scenes, some scenes were corrupted (and lead to a runtime crash in the game, as the nodes in the scene don't have the expected names or hierarchy anymore).
It seems the tool used the node paths as their names, instead of creating the proper hierarchy.
Also the mesh upgrade tool pops up for me each time I open the editor, so something isn't saving properly.
Screenshot of the scene hierarchy after the upgrade process (scene in my game project):
Screenshot before the mesh upgrade in Godot 4.1.2 (MRP):
Screenshot after the mesh upgrade in Godot 4.2.beta3 (MRP):
Steps to reproduce
Create scene inheriting from .glb file in Godot 4.1 or 4.0
Add new nodes as children of inherited nodes (e.g. the mesh from the glb, which has the node name marked in yellow)
Open project in Godot 4.2.beta3
Open scene with mesh in it
Select "Upgrade and re-save" in the mesh upgrade dialog that pops up
If necessary, close and re-open the scene
Scene will have different node names (long paths instead of the previously assigned name) and a flat structure as all hierarchy is removed
I just noticed that this might be related to #83429, since the mesh node has been renamed after the upgrade. So the nodes that were previously parented to it probably don't have a parent anymore.
In such cases, the mesh upgrade tool should probably detect the rename (if possible) and re-parent the nodes, instead of putting the full node path into the node name.
The issue is extremely strange as all the mesh upgrade tool does is load and save scenes, it doesn't interact with the scene at all, nor does it manipulate scene contents in any way.
I should have a new version up soon that will hopefully avoid this issue
Testing locally. I am able to reproduce this issue all the way back to dev 5. Needless to say, that's long before the mesh upgrade tool was merged. I can reproduce this issue by loading the MRP in 4.1.1, then reopening in 4.2-dev5 or higher and reimporting the mesh.
The mesh upgrade tool triggers the same bug because it reimports the mesh.
Godot version
4.2.beta3
System information
Godot v4.2.beta3 - EndeavourOS # 1 SMP PREEMPT_DYNAMIC Thu, 19 Oct 2023 22:52:14 +0000 - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3070 (nvidia) - Intel(R) Core(TM) i7-10700KF CPU @ 3.80GHz (16 Threads)
Issue description
After allowing the mesh upgrade tool to re-save all scenes, some scenes were corrupted (and lead to a runtime crash in the game, as the nodes in the scene don't have the expected names or hierarchy anymore).
It seems the tool used the node paths as their names, instead of creating the proper hierarchy.
Also the mesh upgrade tool pops up for me each time I open the editor, so something isn't saving properly.
Screenshot of the scene hierarchy after the upgrade process (scene in my game project):
Screenshot before the mesh upgrade in Godot 4.1.2 (MRP):
Screenshot after the mesh upgrade in Godot 4.2.beta3 (MRP):
Steps to reproduce
Minimal reproduction project
MeshUpgradeMRP.zip
This is the Godot 4.1.2 project, which needs to be imported into Godot 4.2.beta3 to trigger the bug as described in the reproduction steps.
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