Search Issue Tracker
Fixed in 2017.1.X
Votes
0
Found in
2017.1.0b6
Issue ID
912273
Regression
Yes
Scaling root does not scale character with Optimize GO enabled
Scaling the character's root does not give the expected result when Optimize Game Object is enabled on a Humanoid rig (Inspector > Rig).
If Optimize Game Object is disbaled, scale works as expected.
(see attached OptimizeScale.gif)
repro:
-open project
-open OptimizeScaleBug scene
-in Inspector > Rig, enable Optimize Game Object (should have Left_HandJoint01 exposed as an extra transform)
-Click Play, scale the character's root (Willard_Multitake)... all good, character scale as expected.
-Stop.
-scale the character's root (Willard_Multitake)...
bug: character joints are not scaled as expected (see gif)
fixed in:
Changeset: 314689 (402535b46759) [animation][case 912273] Scaling root does not scale character with Optimize GO enabled
Branch: animation/dev
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Add comment