Search Issue Tracker
By Design
Votes
0
Found in [Package]
Issue ID
1212371
Regression
No
WorldAnchors behave unstable at great distances away from anchor point
World Anchors are not stable when observed from great distance away
REPRO STEPS
- load most recent attached project (The original project is a little hard to work with)
- set platform to UWP if it is not
- build/deploy to HLv2
- air tap in the scene
- move around the sphere noting its behavior compared to the cube in the scene
Cube is stationary, sphere jumps and swims all around the area
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
- Font character thickness does not adjust properly in UI Toolkit text when changing Bold Weight in Font Asset
- Multiple "[...] is inaccessible due to its protection level" errors are thrown when opening project with Unity Version Control installed
- Sorting icons are tiny and misaligned in Import Activity window
- The Undo system does not record HideFlags.HideInHierarchy changes
- [Linux] Bug Reporter window is in Light mode when the Editor theme is Dark mode
Resolution Note:
Anchors aren't the fixed point in virtual space we'd like them to be - they're points of known-to-be-higher stability (since you requested stability around that point by creating the anchor there) to center content around when you're close enough to it.
What you're observing with content getting less stable is known as the "lever arm effect". To address this, you need to place another anchor and reparent the transform there. The exact best thing to do with reparenting depends on use case and desired effect: for example, you might remove the old anchor and just keep making sure there's one closest to you, or blend between where different anchors report their spaces to be. Neither of these are guaranteed to be valid approaches though, they're just examples that might apply depending on use case and desired effect.