Search Issue Tracker
By Design
By Design in 6000.5.X
Votes
1
Found in
6000.0.64f1
6000.3.2f1
6000.4.0b1
6000.5.0a3
Issue ID
UUM-130505
Regression
No
Gizmos are not rendered for the Base Camera when using Camera Stacking
How to reproduce:
1. Open the “IN-127668_GameView_GizmoBug“ project
2. Open the “SampleScene”
3. Ensure Gizmos are enabled in Game view
4. Observe the Game view
Actual result: There is only one Light gizmo visible
Expected result: There are two Light gizmos visible
Reproducible with: 2023.3.0a18, 6000.0.64f1, 6000.3.2f1, 6000.4.0b1, 6000.5.0a3
Not reproducible with: 2023.3.0a17
Reproducible on: macOS Tahoe 26.1
Not reproducible on: no other environments tested
Note: If you enable Project Settings > Graphics > Render Graph > Compatibility Mode, gizmos for both cameras are visible
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
- Scaled Backgrounds List and dropdown text are enabled while Scaled Backgrounds field is disabled in IMGUI Debugger window
- Editor crashes when large value is entered in Scaled Backgrounds field of IMGUI Debugger window
- "Custom Function" Node "Input" type changes do not immediately show mistmatch errors when set to an incompatible type in Shader Graph
- My Assets list is populated with Asset Packages when setting how many Packages to display before clicking the Load button
- Hub shows 6.0 as Latest LTS when opening a project after deleting its 6.3 Editor version
Resolution Note:
The rendering of Gizmos by the last camera in the stack is the expected behavior in most cases since otherwise the base camera/previous overlay cameras widgets will be overdrawn (provided that the cameras have the same transforms). Now this might not be the desired behavior where cameras are non-overlapping and rendering some unique objects but functionally this departs from the initial purpose of the camera stacking. Pre render graph, the gizmos would be rendered for all the cameras but this approach would come with its own set of problems hence reverting to it is not a viable solution at the moment.
This was noted for now as a design limitation and will be partially filed under a feature request.
Resolution Note (6000.5.X):
The rendering of Gizmos by the last camera in the stack is the expected behavior in most cases since otherwise the base camera/previous overlay cameras widgets will be overdrawn (provided that the cameras have the same transforms). Now this might not be the desired behavior where cameras are non-overlapping and rendering some unique objects but functionally this departs from the initial purpose of the camera stacking. Pre render graph, the gizmos would be rendered for all the cameras but this approach would come with its own set of problems hence reverting to it is not a viable solution at the moment.
This was noted for now as a design limitation and will be partially filed under a feature request.