Choosing a material variant no longer sets the associated material

When you change the material variant on a part using the dropdown in the properties window, the material associated with that variant is no longer automatically selected. This means you have to manually remember the material and set it additionally yourself.

Expected behavior

Previously the material was set automatically when choosing a variant.

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Here’s a video demonstration of the issue being encountered.

Ultimately it’s nothing critical, however it does impact my workflow as a mild annoyance.

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I am also experiencing this issue as of 10/25.

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I have also been experiencing this. Rather disruptive, especially when using a large number of MaterialVariants and/or ones without an immediately obvious parent material.

Thanks for the report! We’ll follow up when there’s any update on the issue.

I know it has only been two days since a staff response, but this is an extremely tedious bug that was introduced, especially on large builds with a lot of custom materials. Any updates on this one being fixed? Thank you!

Closest work around I’ve found is using something like part picker to select many similar parts and then while they’re all selected assign the materials.

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I found a way to work around this bug, check the BaseMaterial of the PBR Material you are attempting to use, and then set the Material to that BaseMaterial before you try and use the PBR Material.

If the BaseMaterial is Metal, set the default material to Metal before attempting to use the metal PBR Material.

Also experiencing this issue, it’s really really frustrating when building. :confused: Hope it get’s patched soon.

I have a fix for this in flight but my understanding is you will not see it until early next quarter. Thank you for the bug report!

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if you rely on physical assemblies, don’t follow this

i have a temporary fix; it’s in the lines of Tooquick but slightly different, and this just fixed the problem on my end:

make all of your Materials under MaterialVariant’s BaseMaterial the same Material, such as “Plastic” for instance, that way you can toggle between PBR textures again like beforehand. This is definitely only a temporary fix though.


make sure the basematerial is the same for ALL of them, i used Plastic here

materialbasefix

then you have the result of it working ish-the-same from before, but it depends on your position of utilizing PBR textures

hope it helps

FWIW this is game breaking if you rely on physical assemblies because this changes the physical properties of everything. Don’t do this.

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I get there are the thanksgiving and christmas breaks but to have to wait until 2024 to see this fixed is just… godawful.

The bug with the Camera Inverted setting not working is also still present which is a huge pain

Guess all these recent updates have been taking up priority…

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Why can’t this just be rolled out now? Couldn’t it just be applied alongside whatever update is being released right now or in the future? It’s really impactful to development workflows and having to wait a while really isn’t fair.

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We don’t release anything over the holidays for stability, so there was unfortunately no possibility of shipping it out earlier.

We just came back from a break, so I expect we’ll be releasing a new Studio this week, at which point it can then be flipped on.

they still havent fixed this!?

hope you enjoyed the break however! :3

The fix for this is now enabled, let me know if anything seems amiss. Thank you everyone for your patience!

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