BakeMesh() function clamps BlendShapes in Unity Player

Good Day,

I have some meshes with blend shapes imported from Blender.
I use positive and negative blend values.
At some point in the game, I use “SkinnedMeshRenderer.BakeMesh()” which is important for the performance.

The problem:
While the system works perfectly in Editor → Play, it does not work in the built game.

In the built version the negative values of the Blend Shapes work at first but as soon as I “BakeMesh()” all negative values get dismissed and only the positive ones are retained.

This is really messing with my project since some game mechanics are built around user-controlled Blend Shapes that fall in place and get baked. And I didn’t see the problem coming since it just works fine in play mode.

Is this a user error or an engine bug? (Unity 6000.0.23f1) What can I do?

Thank you!

I did some research and here is the result.

In the Unity player the Function “SkinnedMeshRenderer.BakeMesh()” clamps BlendShapes between 0 and 1.

The Editor does not have that issue, and it does not matter whether you check “Clamp BlendShapes” in the Player settings. This is probably a relic from before 2018 when BlendShapes were generally clamped.

I have changed the topic title accordingly.