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Issue ID




Handles.RotationHandle and Handles.PositionHandle trigger prefab override when updating current values with the same values



Steps to reproduce:
1. Open the attached project
2. Open "empty scene"
3. Notice that the "Shotgun" prefab already has an override (if it doesn't, just hover over scene view)
4. Select the "Shotgun" prefab instance
5. In the Inspector window click on Overrides dropdown

Expected result: No overrides
Actual result: Prefab child GO has updated rotation

Reproducible with: 2019.4.34f1, 2020.3.28f1, 2021.2.10f1, 2022.1.0b6, 2022.2.0a4

- The updated rotation comes from the randomReference.cs script which just calls Handles.Rotation in OnDrawGizmos(). This shouldn't alter rotation as the call returns the same value as the current one
- Tried reproducing with built in GameObjects, but couldn't
- More info and an alternate scenario can be found in the edits

  1. Resolution Note:

    This is regrettably the expected behavior currently. Due to the way we serialize floating point values in Unity there are minor floating point precision problems for certain situations and this is one of these cases.
    In this situation one can solve the problem by changing the rotation in the editor and the rotation should then no longer be marked as an override.

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