Search Issue Tracker
Fixed
Votes
3
Found in
5.2.0f3
Issue ID
738371
Regression
No
[VertexSnapping] Different levels of accuracy at different zoom levels
1. Open attached "Snap" Unity project.
2. Open "1" scene.
3. Zoom camera far away from "Sprite" and "Sprite2" game objects (As shown in GIF).
4. Hold "V" button, click and hold left mouse button on left-bottom corner of "Sprite2" game object.
5. Drag it to the bottom-right corner of "Sprite" game object.
6. Zoom in and notice, that there is a gap between objects.
7. Repeat 3-5 steps in close view.
8. Notice that there is no gap or gap is smaller between objects.
Actual result: gap between objects.
Expected result: no gap between objects.
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
- [Quest] Materials are not rendering in Player when "Single Pass Instanced \ Multi-View" is selected and "Surface Type" is set to "Transparent"
- Hair master stack shader on hair is blown out when there is a backlit light on it
- [Editor] Profiler (Standalone Process) "Live" button is greyed out by default
- UIToolkit bindings on RadioButtonGroup is not displaying the selected radio button when the choice list is bound
- Multiple Video Players are not playing simultaneously when played in WebGL
Strolski
Sep 30, 2017 17:00
This is not fixed. I am currently experiencing this. Appears to be affected also by duplicating objects and moving them. When they are set next to original, sometimes they do not snap properly and leave gaps.
Juande
Aug 19, 2016 08:36
It's going to make a year since this bug, and it's not fixed yet. How can Unity ignore this essential feature for positioning objects in the scene?