Search Issue Tracker
Fixed in 5.4.0
Votes
0
Found in
5.4.0b9
Issue ID
778870
Regression
Yes
If scaling GO using Vector3 with zero z or Vector2 then its child Rigidbody will have its position multiplied by that vector
Steps to reproduce:
1. Open attached project
2. Project has two scenes: "BugScene" and "NormalScene". Difference is that sprites in "BugScene" use Rigidbody2D while sprites in "NormalScene" do not
3. Open "BugScene"
4. In hierarchy, expand "RootObject" and select "Child02"
5. In inspector, notice that it has Rigidbody2D. Also, transform X = Y = 2
6. Run scene and in game view click "Set Scale" button
7. Notice that sprite is scaled and moved to X = Y = 6. Also, if sprite is selected notice that BoxCollider2D and actual sprite locations differ
Workaround: Use Vector3 with Z = 1
Not reproducible: 5.3.4f1
Reproduced with:
5.4.0b1 (if sprite is moved in scene view then BoxCollider2D and sprite location becomes the same),
5.4.0b10 (BoxCollider2D and sprite location is same only when transform X = Y = 0)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on ShaderLab::ShaderState::ApplyShaderState when entering Play Mode and calling ShaderWarmup.WarmupShaderFromCollection with a shader that has dynamic_branch
- Crash on operator delete[] when a serializable structure in the System namespace is serialized by a MonoBehaviour
- [macOS] forward and backward mouse buttons are recognized as middle mouse button
- NavMeshModifier.OnEnable/OnDisable gets progressively slower when called repeatedly
- "System.Net.CookieContainer" throws an "ArgumentException" error when using a non-UTF-8 machine locale and hostname
Add comment