Search Issue Tracker
Won't Fix
Votes
0
Found in [Package]
preview.6 - 3.0.3
Issue ID
1231505
Regression
No
2D Colliders do not snap to the grid when moving them in the Scene window with ProGrids snapping enabled
How to reproduce:
1. Open the attached 'project-1231505.zip' project
2. Select 'Sprite' sprite in the Hierarchy window
3. Move the sprite slowly in the Scene window and observe the collider
Expected result: collider does not move freely and snaps to the grid
Actual result: collider moves freely and does not snap to the grid
Reproducible with: 2018.4.20f1 (preview - 3.0.1, preview.6 - 3.0.3), 2019.3.8f1, 2020.1.0b4, 2020.2.0a5 (preview.4 - 3.0.3, preview.6 - 3.0.3)
Could not test with: 2017.4.38f1 (Package Manager not available)
Notes:
1) Seems to happen with all 2D Colliders
2) Upon re-selecting the object, the collider moves to the right position (snaps to the grid)
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
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
Resolution Note:
ProGrids functionalities are mostly integrated in recent versions of Unity now. Not much effort would be deploy to support ProGrid package minor bugs.