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Steps to reproduce:
Build Profiles > Android XR build profile > Switch Profile.
Build Profiles > Android XR > Build.
Actual results:
No Console warnings.
Expected results:
Mesh 'Plane' has more materials (2) than submeshes (1)
UnityEditor.EditorApplication:Internal_CallDelayFunctions ()
Reproducible with versions:
Unity 6000.6.0b7 + XRI 3.6.0.
Not reproducible with versions:
Can’t test with versions:
Tested on (OS):
Warning was seen while building for Aura on MacOS 26.6.1
Notes:
The warning is caused by the sample assets and initialization scripts included in the XR Interaction Toolkit Starter Assets:
1. Assets/Samples/XR Interaction Toolkit/3.6.0/Starter Assets/DemoAssets/Prefabs/Interactables/Confetti.prefab
- Contains a ParticleSystemRenderer configured in Mesh render mode referencing Unity's built-in Plane mesh primitive (`fileID: 10209`).
- When Unity evaluates the Particle System's renderer configuration (specifically when mesh render mode and secondary material slots such as trail or sub-emitter material slots are present), Unity validates the material array length against the Plane primitive's single submesh, generating the warning: `Mesh 'Plane' has more materials (2) than submeshes (1)`.
2. MaterialPipelineHandler.cs / MaterialPipelineHandler.asset
- Located in Assets/Samples/XR Interaction Toolkit/3.6.0/Starter Assets/Scripts/ and .../Materials.
- On sample import and domain reload, MaterialPipelineHandler registers a delayed callback (EditorApplication.delayCall += RefreshMaterialPipelineHandlers) to validate and migrate shaders to the active render pipeline (URP / Universal Render Pipeline) and calls AssetDatabase.SaveAssets().
- When this delayed callback executes via UnityEditor.EditorApplication:Internal_CallDelayFunctions (), Unity saves and re-evaluates the imported sample assets, triggering the console log.
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