Search Issue Tracker
By Design
Votes
0
Found in
2018.3.0a6
2018.3.3f1
2019.1.0a1
2019.2.0a1
Issue ID
1122815
Regression
No
Prefab Edit mode ignores Sprite's pixels-per-unit setting
Steps to reproduce:
1. Open original project "Bug (prefab editor).zip"
2. Observe button in Scene, notice that button texture is mapped correctly
3. Expand Canvas and open Button prefab in Prefab Edit mode.
Expected result: Prefab Edit mode should keep Sprite's pixels-per-unit setting
Actual result: Prefab Edit mode ignores Sprite's pixels-per-unit setting
Reproduced in: 2018.3.0a6, 2018.3.5f1, 2019.1.0b1, 2019.2.0a4
Note: Only reproducible with Improved Prefabs that were introduced in 2018.3.0a6
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
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
Resolution Note (2018.3.X):
When UI prefab is opened in Prefab Mode, it creates an environment canvas with default settings.
So, when you open "Button" prefab in the Prefab mode, the generated canvas has "Reference Pixels Per Unit: 100" in Canvas Scaler component
What can be done is that you can setup a scene with the canvas you want and assign this scene as UI Environment scene in Editor settings.
Then all the UI prefabs opened in Prefab Mode will use your UI Environment scene instead of a default one.