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Changing collider's center changes the position of the position handle? wtf?!
So I've been messing around with custom editors for colliders trying to control their center by means of a position handle. I commented out my custom editor so now I've fallen back to the default way Unity draws its colliders (box, sphere, etc). But now I'm faced with a very odd behavior... it seems that if I change the center of a collider, the transform position handle changes its position! - Made a video.
I have absolutely no idea why it's happening... I'm pretty sure my custom editor is commented out... Is this the normal behavior? I don't think so...
Any ideas?
Thanks.
Why does weird shit "always" happen to me? :/ All I did in my custom editors is just copy-paste Unity's editor code, and add my position handle bit:
if (Tools.current == Tool.$$anonymous$$ove)
{
var c = target as SphereCollider;
c.center = c.transform.InverseTransformPoint(Handles.PositionHandle(c.bounds.center, Quaternion.identity));
}
Could I have broken something permanently? I tried restarting Unity, no dice.
Tried different scenes/projects, same. Please don't tell me this is the normal behavior. I lost track of what it is normal and what isn't...
does this happen on every mesh (for example every sphere, cube etc.) ? Did you intend this sphere in your script? If yes, post all the necessary parts for this sphere of the script, so i can help you.
Answer by vexe · Aug 17, 2014 at 01:18 AM
OK that was very disturbing. But at least I'm not crazy. The issue was with the pivot mode, I changed it to "Pivot" and everything's working as expected as opposed to F'ed up when it's "Center". Who uses Center mode anyway?!
I am facing a similar issue. Can you please elaborate the solution? $$anonymous$$ore specifically what changes did you make in the code or did you just change the pivot mode in unity interface.
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