![]() Store these bounds in another area that when checked a zoom can happen on pivot point, or whatever you need to do to get the zoom based on pivot like most people are probably trying to do. I understand the logical reasoning for how your code above calculates the bounds and I understand that alot of people will never need another solution, but for those of us who do its frustrating and seems like a simple integration for a check box that says "from now on when the user selects a game object, it will frame select and zoom in close to the selected object based on its pivot, even if this requires setting a temporary "ghost" collider". It doesn't even need to be enabled.Ĭlick to expand.I am not sure if this is addressed as an overide in newer unity versions but you should allow an option for temporarly setting the bounds and frame selection as an overide feature that is based on an object pivot. You can still have a large trigger around your character and have the view zoom in on the root object if you add a collider or mesh renderer + mesh filter to it. if the root object is an empty gameobject, it will zoom to fit the largest child object if the root object has a collider, it will zoom to fit the root object If the root object has a mesh filter with a mesh renderer, it will zoom to fit the root object However there is a few rules that it follows when it decides whether to zoom out or not. Whenever I selected the character the view will zoom out to fit the trigger box. For instance I had a character with a large trigger box around it. I figured out that the view will zoom out very far on an object if it has a child object that is bigger than the root object. ![]() I'm confident that users will know what I'm talking about, but I can provide pictures later if neccessary.Īm I using the 'Frame Selected' command correctly? Does anybody out there have a fast workaround (other than laboriously zooming in) for when it seems to misbehave? Does anybody have a straightforward fix for the problem?Ĭlick to expand.These kind of issues are just as important because they can make your life harder for no reason and if ignored for a long time, could add up to many development hours from working around it. Given the galloping improvements Unity is always making, it's annoying this still pops up. a bit frustrating, a bit of a nag, especially if you keep encountering the problem. It's a small issue in the grand scheme of things, and I can mostly work around it. Which is great!Įxcept sometimes it centres the view on the object, then zooms out to capture almost the entire scene! This leaves me zooming the camera in, rolling and rolling that mouse wheel until I can actually see what I was trying to frame.ĭon't get me wrong. 'Frame Selected' usually centres the screen on the selected object, then zooms the camera so the object fills approx 1/4 of the available frame, automatically adjusting the scene camera's clipping planes to best capture the object visually. mastery of one basic command still eludes me. I'm familiar with obscure functions and sneaky gotchas and yet. I've been using Unity for some years, now, and I know the interface like the back of my hand.
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