Batch Materials and spawning an unspawned object has incorrect mesh
- Dominant language
- C++
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Description
**Description**
When using SpawnObjectByName in either haxe or LogicTree with Batch Materials checked and Spawn turned off the object mesh is not correct.
**To Reproduce**
Armory Project > Renderer > Batch Materials = checked
Object to spawn > Armory Props > Spawn = unchecked
Create a new material and add it to the object to spawn and one other object.
*Note that this issue doesn't happen if the object is spawned on init.
After a delay spawn in the object and it will be a cube that is the equivalent size of the bounds of the original object.
**Expected behavior**
The object should spawn with the correct mesh and size.
**System**
Blender: 3.6.x
Armory: 2024.2.0
OS: Windows 11 Pro
Graphics card: NVIDIA GeForce RTX 2080
**Test File**
*(drag & drop the zipped .blend file here)*
[MaterialBatchingIssue.zip](https://github.com/armory3d/armory/files/14324128/MaterialBatchingIssue.zip)
Contributor guide
No contributing guide indexed for this repository
Research direction
Start with the SpawnObjectByName entry point in Haxe or LogicTree and reproduce the case using the supplied MaterialBatchingIssue.zip. Compare delayed spawning with spawning on init while Batch Materials is enabled; done means the delayed object uses its correct mesh and size instead of a bounds-sized cube.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 55/100