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By Design

Votes

1

Found in

2021.3.36f1

2022.3.22f1

2023.2.15f1

6000.0.0b13

Issue ID

UUM-67548

Regression

No

The second set of Gizmos with incorrect Transform is rendered when using URP Overlay Camera

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How to reproduce:
1. Open the attached project “UrpGizmoRendering”
2. Open the “SampleScene” scene
3. Switch to Game View and turn on the Gizmos
4. In the Hierarchy under the “Camera Stack” GameObject disable and enable the “UI” GameObject
5. Observe the Game View

Expected result: Enabling and disabling the GameObject doesn’t change anything since its Gizmos are rendered at the same place as the other Gizmos
Actual results: Disabling the GameObject turns off the second row of Gizmos which is rendered in the wrong position

Reproducible with: 2021.3.36f1, 2022.3.22f1, 2023.2.15f1, 6000.0.0b13

Reproducible on: Windows 11 Pro, Windows 10 (user’s)
Not reproducible on: No other environment tested

  1. Resolution Note:

    Both Camera sets should use the same properties (e. g. both should be set to Physical Camera) for the Gizmos to be rendered in the same place.

Comments (2)

  1. redwyre

    May 28, 2024 13:47

    This resolution seems to go against the whole point of having a camera stack, I have changed the UI camera to be a physics camera, however even just changing the FOV will wreck it.

    If all the camera settings have to be exactly the same what's the point of having a camera stack?

  2. redwyre

    Mar 21, 2024 19:14

    Just to clarify, there was only one grid being render via OnDrawGizmos, however in URP all cameras in a camera stack are re-rendering all the gizmos. This only becomes a visible issue when the transform gets changed and they are draw again in another place on screen.

    Part of the issue, I think, is that gizmos should not be getting rendered for every camera, or there should be a flag somewhere on the camera to disable them (eg for overlay cameras in a camera stack)

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