Search Issue Tracker
Fixed in 2018.2
Votes
0
Found in
2017.3.0f3
Issue ID
983805
Regression
No
Sprite.Create() is Creating a sprite with incorrect bounds
How to reproduce:
1. Open QA provided stripped project "SpriteCreateBounds.zip"
2. Enter play mode
-- Notice one sprite is at the centre of camera viewport, and another one is perfectly following the mouse
3. Exit play mode and open "ColourPlacementCircle.cs"
4. Comment out line 41 (Sprite.Instantiate) and uncomment line 42 (Sprite.Create)
5. Enter play mode again
-- Notice that both sprites are offset to bottom left and not visible on the screen
Sprite.Instantiate() Bounds: Center
Sprite.Create() Bounds: -496, -496
Reproduced on: 2017.1.3f1, 2017.2.1p2, 2017.3.0p2, 2018.1.0b3, 2018.2.0a1
By design - Updated docs to reflect actual behaviour.
The correct pivot value that is passed into Sprite.Create should be normalized to (0,0) -> (1,1) where (0,0) is bottom left, (1,1) is top right (center will be (0.5, 0.5))
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Editor fails to launch with silent crash in mono on windows
- [GPU PLM] Part of baked shadows are broken when hitting a backface
- [DX12] Nothing is being rendered when using Alt+Enter to maximize a resized windowed player
- GL shader reflection is truncated or crash occurs when struct is used from named CBuffer with at least one other constant
- Having a struct in the global CBuffer makes OpenGLCore and GLES3 targets not report reflection for the CBuffer
Add comment