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Fixed
Fixed in 6000.0.68f1, 6000.2.X, 6000.3.9f1, 6000.4.0b9, 6000.5.0a7
Votes
0
Found in
2022.3.62f1
6000.0.49f1
6000.1.3f1
6000.2.0b2
Issue ID
UUM-107289
Regression
No
Joint Gizmos for anchor and connectedAnchor do not respect their defined bodies when Swap Bodies is enabled
Reproduction steps:
1. Open the attached “IN-101964.zip” project
2. Open the “SampleScene” (Assets > Scenes)
3. Enter Play mode
4. In the Game view, click on the Gizmos button to enable them
5. From the Hierarchy, select “Swapped Script” or “Swapped Inspector” GameObject
6. Observe their Gizmos in the Game view
Expected result: The ‘Anchor’ gizmo appears relative to the body the joint component is on, and the ‘connectedAnchor’ gizmo relative to the connectedBody
Actual result: The ‘Anchor’ gizmo incorrectly appears relative to the connectedBody, while the ‘connectedAnchor’ gizmo appears relative to the body the joint component is on
Reproducible with: 2022.3.62f1, 6000.0.49f1, 6000.1.3f1, 6000.2.0b2
Couldn’t test with: 2022.1.0a1 (Anchor Gizmos were not shown on both of the Rigibodies and behavior of them appeared to be different)
Reproducible on: Windows 11
Not reproducible on: No other environment tested
Notes:
- The Anchor on the example GameObjects is set to (2,0,0) and connectedAnchor to (0,0,0) to clearly demonstrate the incorrect gizmo placement
- The “Swapped Script” GameObject performs the body swap via script, while the “Swapped Inspector” does the same through the Inspector
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Resolution Note:
Fixed in 6000.0.68f1
Resolution Note (fix version 6000.5.0a7):
Fixed in 6000.5.0a7
Resolution Note (fix version 6000.4.0b9):
Fixed in 6000.4.0b9
Resolution Note (fix version 6000.3.9f1):
Fixed in 6000.3.9f1
Resolution Note (fix version 6000.2):
Fixed in 6000.0.68f1
Resolution Note (fix version 6000.0.68f1):
Fixed in 6000.0.68f1