Search Issue Tracker
Won't Fix
Votes
1
Found in
2017.1.0f3
Issue ID
937733
Regression
No
WorldToScreenPoint projecting stops working correctly after rapid camera movement
How to reproduce:
1. Download attached project
2. Open "DEVMechanics" scene and press Play
3. Press "Y" Button and select nav point "Bravo" (move the mouse around to see how the nav point target responds)
4. Center nav point in screen and then press both Left shift and Right Shift buttons to move (wait till stops)
5. Move mouse and see how nav point target responds
Expected result: After the player performs a warp jump (rapidly advancing to another part of the scene) WorldToScreenPoint method should work the same as in the beginning of the game (before warp jump).
Actual result: After the player performs a warp jump the projection matrix appears to get out of sync. Objects are over projected from where they should be as the player moves
Reproduced with: 2017.1.0f3, 2017.1.0p3, 2017.2.0b5, 2017.3.0a1
Note: Incompatible with 5.5, 5.6
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Build fails when building a project containing an 18+ dimension array with IL2CPP
- [Android][Sentis] Human poses are not detected when using the BlazePose model
- Sprite Editor Outline Tool Overlay is not displayed when no Sprite is selected
- “No method with RuntimeInitializeOnLoadMethod attribute” warning from ReadmeEditor.cs is thrown after installing Project Auditor Rules
- Projection matrix is altered when using RasterCommandBuffer.ClearRenderTarget on DX12 and Metal
Add comment