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Fixed in 2019.3.X

Votes

11

Found in

2018.3.0b5

Issue ID

1090438

Regression

No

Edit Collider needs to be clicked every time after making any small change to the collider when editing in the Prefab mode

Physics2D

-

How to reproduce:
1. Open the attached project
2. Double click a prefab "Object" in the Project window to enter the Prefab mode
3. Go to Inspector window -> Polygon Collider 2D -> select Edit Collider
4. Edit collider in the Scene view

Expected: Edit Collider selection allows multiple changes to the collider
Actual: Edit Collider needs to be clicked every time after making any small change to the collider

Reproduced on: 2018.2.0x-Improved Prefabs, 2018.3.0b6, 2019.1.0a5

Note: Couldn't test on earlier versions because the feature was introduced in 2018.3

Comments (11)

  1. LeQuesne

    Aug 22, 2025 14:46

    I was browsing through the Unity Issue Tracker and noticed that a lot of editing-related bugs keep showing up, especially around prefab and collider workflows. Even small changes often require extra clicks, which really slows things down during long sessions.

    Has anyone here found a reliable way to make the editing process more efficient? A teammate mentioned that in some cases, smaller tools feel smoother and almost better than vn editor
    for quick adjustments, which made me wonder if Unity has plans to refine this experience in future updates.

    How are you all handling these little editing frustrations — do you just work around them, or wait for fixes to roll out?

  2. Creareyou

    Dec 28, 2024 01:56

    As a newcomer, I find this issue quite significant for workflow efficiency. Having to repeatedly click "Edit Collider" for every minor adjustment in Prefab mode can disrupt the editing process and slow down development, especially when working on complex shapes. It would be great if the "Edit Collider" option could remain active until manually deselected, allowing for multiple edits in one session. This change would make the feature more intuitive and user-friendly. It's good to see such feedback being raised, as improvements in usability have a huge impact on productivity. Looking forward to seeing this resolved in future updates!

  3. Rolaif

    Dec 20, 2023 07:02

    This seems not to be fixed.
    At least not for me.
    Using Unity 2019.2.0f.
    rolaif.com

  4. PSV611

    Feb 04, 2020 18:55

    Just started happening to me. I edited my collider with no issue when I created it, but now I can't edit it without having to open the editor again every single time I move a point.

  5. Lucas_RUST

    Sep 10, 2019 21:30

    Seems to still be present in 2019.2.4f1

  6. Erwin-j

    Aug 15, 2019 18:59

    This seems not to be fixed.
    At least not for me.
    Using Unity 2019.2.0f.

  7. sssetz

    Jun 26, 2019 18:47

    If you turn off "Auto Save" this doesnt happen.

  8. wallazz

    Apr 07, 2019 01:12

    Is there any way to edit comments? xD
    My solution below requires LinQ, null propagation

  9. wallazz

    Apr 07, 2019 01:11

    Here's an edited version that works with polygoncollider2d. It seems that PolygonCollider2DEditor has to be set to edit mode in the next "frame" rather than when its exit mode ended.

    [InitializeOnLoadMethod]
    public static void InitLoad()
    {
    EditMode.onEditModeEndDelegate -= Collider2DEditModeFixer;
    EditMode.onEditModeEndDelegate += Collider2DEditModeFixer;
    }

    static void Collider2DEditModeFixer(Editor editor)
    {
    if (EditMode.editMode == EditMode.SceneViewEditMode.Collider || EditMode.IsOwner(editor)) return;

    var sel = Selection.activeGameObject;
    var cols = sel?.GetComponents<Collider2D>();
    if (cols == null || cols.Length == 0) return;

    var t = editor.target as Collider2D;
    if (t != null && (cols?.Contains(t) ?? false))
    {
    EditorApplication.delayCall += () => EditMode.ChangeEditMode(EditMode.SceneViewEditMode.Collider, t.bounds, editor);
    }
    }

  10. wallazz

    Apr 07, 2019 00:48

    I created an automated fix for this. Sometimes i have multiple colliders in the same object so choosing just the first editor to edit won't work.
    The only downside is that if you want to exit the collider edit mode you have to select another object.

    [InitializeOnLoadMethod]
    public static void InitLoad()
    {
    EditMode.onEditModeEndDelegate -= Collider2DEditModeFixer;
    EditMode.onEditModeEndDelegate += Collider2DEditModeFixer;
    }

    static void Collider2DEditModeFixer(Editor editor)
    {
    var sel = Selection.activeGameObject;
    var cols = sel?.GetComponents<Collider2D>();

    var t = editor.target as Collider2D;
    if (t != null && cols.Contains(t))
    {
    EditMode.ChangeEditMode(EditMode.SceneViewEditMode.Collider, t.bounds, editor);
    }
    }

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