Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.4.0f1
2018.3.0b11
Issue ID
1108551
Regression
No
Changing the GameObject rotation LODGroup.size changes from 1 to 1.000001 which causes bounds to become outdated
Changing the GameObject rotation causes the LODGroup bounds to become outdated and the LODGroup UI displays a "Recalculate Bounds" button.
Looking at the actual data of the LODGroup gives the impression it's more of a precision issue than actual outdated bounds. The LODGroup "Size" property changes from "1" to "1.000001" if I press "Recalculate Bounds".
To reproduce:
1. Download attached project “BugReport_LODGroup.zip" and open in Unity
2. Open “Scene” scene
3. Select "Cube" in Hierarchy and duplicate it
4. Select the duplicated Cube GameObject
5. Change Transform Rotation to 571.3
6. Notice the "Recalculate Bounds" button gets enabled
7. Click "Recalculate Bounds"
8. Switch the Inspector to "Debug" mode
9. Observe the "Size" property is 1.000001 rather than 1 like in the original gameObject
Expected results: Changing the GameObject Transform should not cause the LOGGroup Bounds to get outdated
Actual results: Bounds become outdated, because of what seems to be a precision issue. Size changes from 1.0 to 1.000001
Notes:
- This issue appears on both Windows and macOS
- This behavior causes thousands of LODGroups to become outdated while working on an actual level.
- Workaround: You can use UnityEngine.LODUtility.CalculateLODGroupBoundingBox() to fix all these outdated bounds at once
Reproduced on Unity 2017.4.0f1, 2017.4.17f1, 2018.2.20f1, 2018.3.1f1 and 2019.1.0a12
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
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Resolution Note:
won't fix due to precision problem
workaround: use UnityEngine.LODUtility.CalculateLODGroupBoundingBox()