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Fixed in 4.5.2

Votes

3

Found in

4.5.0f6

Issue ID

610273

Regression

Yes

All prefabs instantiate in position (0,0,0)

Assets Management

-

Reproducible in 4.5 version;

All prefabs instantiate in position (0,0,0), even if they were set with a different position.

Repro steps:
1. Create prefab and change it's position;
2. Drag prefab from project windows to hierarchy window;
3. Select prefab in hierarchy window and observe it's position has changed to (0,0,0).

Comments (6)

  1. Trojan_Rn

    Oct 23, 2014 03:33

    4.5.4f1

    bug still present

  2. Kwikalot

    Jun 18, 2014 08:13

    This bug is still present in Unity 4.5.1f3

    We have our prefabs oriented in the Z axis and this is very frustrating. One thing that works (except manually filling up the transforms) is to right click on the Transform component and select "Revert to prefab"

  3. awhite

    Jun 10, 2014 19:07

    Yeah, I build a lot of prefabs with zeroed transforms and internal offsets, but this kind of fundamental change can be a hassle for a lot of people. Lots of copying and pasting component properties.
    A toggle in the tool tray or preferences to turn this "feature" on and off would be great for workflow.
    Or, considering the world to NOT be a "parent object" that requires zeroing to, would also work for most case.

  4. Psynchronist

    Jun 10, 2014 19:01

    Wait - this is by design? Why zero the position and not the rotation, then? If I dropped a prefab with position and rotation info from the Project into the Hierarchy (root) in Unity 4.3.3, it worked great. Now in 4.5 I also have to copy and paste transforms and hope my team does the same when working with my prefabs. If you're going to keep this design feature of zeroing positions and not rotations, you should give users the option of preserving prefab transforms/positions/rotations. Wow.

  5. Psynchronist

    Jun 10, 2014 17:44

    Thank you for posting this, ALK!

  6. Alk

    Jun 04, 2014 22:17

    Also, before 4.5, when you dropped the prefab in the hierarchy, the gameobject instantiated was automatically selected.
    Now, after dropping, the prefab remains selected and you need to select the new gameobject and change its position to the one desired.

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