Search Issue Tracker
Fixed in 4.6.X
Votes
0
Found in
4.6.0b20
Issue ID
636594
Regression
Yes
Using an Image's localScale to resize while creating a marquee drag selection box causes the Image to be offset
To reproduce:
- Open attached project
- Open the TestScene Scene.
- Have the Game and Scene tabs open next to each other. Put the Scene view in 2D mode so that the entire Canvas is visible.
- In Edit > Project Settings > Player ensure that "Use Direct3D 11" is NOT checked.
- Select the child Image GameObject under the Canvas GameObject.
- Press "Play" and left-click and hold anywhere in the Game view and drag in any direction to create a marquee selection box.
- Notice in the Scene view how the position of the stretched image is off the RectTransform. This is done using localScale in the GUISelectionBox script.
- Stop the Player.
- ENABLE "Use Direct3D 11" in the Player settings.
- Make sure the child Image GameObject is selected.
- Press "Play" and create a selection box again. Notice how the image's positioning is now correct.
The scene works by the 3 scripts on the "Managers" GameObject. It fires EventManager events from the InputManager. The GUISelectionBox listens for those events, and creates the selection box accordingly.
Link to forum thread: http://forum.unity3d.com/threads/rts-style-drag-selection-box.265739/#post-1792706
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Blank, Light-Themed "Create Node" window becomes visible on the next project open
- UI Elements/Layout inconsistencies in the Particle System component
- The Game view and Scene view fail to render when launching the Editor with a maximized Render Graph Viewer window
- "List is empty" is poorly visible in the "Create Node" window
- [Android] GameObject with a custom shader becomes invisible when deployed with the Vulkan Graphics API
Add comment