Search Issue Tracker
By Design
Votes
1
Found in
2017.2.1f1
Issue ID
981641
Regression
No
GridLayout.WorldToCell() returns wrong cell with very precise numbers
Steps to reproduce:
1. Open attached “WorldToCell.zip” Unity project
2. Open “Main” scene
3. Enter Play mode
4. Observe WorldToCell values in the left upper corner of Game view
Expected results:
WorldToCell returns correct cell values
Actual results:
WorldToCell returns wrong cell values (e. g. Vector3 (0.0f, 0.9999f, 0.0f) is returned as (0, 1, 0) instead of (0, 0, 0))
Reproduced in: 2018.1.0b1, 2017.3.0p1, 2017.2.1p1, 2017.2.0b1,
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "EndLayoutGroup: BeginLayoutGroup must be called first" error is thrown when changing Shader Precision Model from the Build Profiles window
- White artifacts/outlines are visible in the Garden Scene when viewing at meshes from a distance
- Shader warnings "Sprite-Unlit-Default" are thrown after building 2D Platrformer Microgame Template
- [Android] HLSL shader becomes corrupted when running on an Android device
- Missing spaces in "Welcome to VR Mutiplayer Template Project" Welcome Dialog window
mickee
Jul 27, 2018 10:52
Hi, we are experiencing the exact same issue. Please Fix.
Phylum123
Jul 05, 2018 22:29
Why is this bug still here a year later and labelled "By Design", with no explanation? I am having this issue too.
Phylum123
Jul 05, 2018 22:28
Why is this bug still here a year later and labelled "As Designed"? I am having this issue too. Its not great.
ddragondreamer
Dec 28, 2017 16:06
This makes impossible to determine which tilemap cell is colliding with some other 2D collider using WorldToCell.