Transform gizmos are shaky for Shapes components

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  • updated
  • Unity's Fault

I'm not quite sure what's going on, but when moving shapes objects slowly, I can see that the transform gizmo is jumping around weirdly.

This does not happen for "regular" GameObjects given all things equal, e.g. same position in the transform hierarchy, same scale, ...

(Userecho doesn't let me upload GIFs 🛠 )

https://imgur.com/kVMn3vH

Reporting a bug? please specify Unity version:
2020.2.0b8
Reporting a bug? please specify Shapes version:
2.3.2
Reporting a bug? please specify Render Pipeline:
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Freya Holmér creator
  • Answer
  • Unity's Fault

very likely yeah - pivot center is based on bounds, and my bounds are huge for, reasons~ you can modify the mesh bounds in the C# config, making the bounds smaller, if it would help! otherwise, I don't think there's anything I can do about this unless Unity will do, any of the things that would make it so that I wouldn't need huge bounds in the first place

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Freya Holmér creator
  • Under Review

does this only happen when gizmo pivot is set to Center rather than Pivot or is it as shaky for both?

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hybridherbst

Just tested again, only happens for Center. Is this because you're doing some bounds caching / magic?
It does affect all objects up the hierarchy chain it seems (so not only when a Shapes component is selected).

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Freya Holmér creator
  • Answer
  • Unity's Fault

very likely yeah - pivot center is based on bounds, and my bounds are huge for, reasons~ you can modify the mesh bounds in the C# config, making the bounds smaller, if it would help! otherwise, I don't think there's anything I can do about this unless Unity will do, any of the things that would make it so that I wouldn't need huge bounds in the first place

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hybridherbst

I see. But couldn't you, like, center your bounds around the "right" expected one? Or are you scaling your bounds so big that this "shakiness" is the result of floating point stuff? 🧐

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Freya Holmér creator
Quote from hybridherbst

I see. But couldn't you, like, center your bounds around the "right" expected one? Or are you scaling your bounds so big that this "shakiness" is the result of floating point stuff? 🧐

the code placing Unity's gizmo is Unity's own in this case, so yeah it's very likely floating point issues. you can try reducing the bounds in the Shapes/C# config if you want!