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!