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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment