Hi Folks,
I noticed that scale values for imported joints (maybe other objects as well) that are displayed in the editor don’t coincide with values I’m getting from transform localScale.
I created a test scene with a single joint to rule out segment scale compensate issues.
I’ve hooked up a script that gets the joint’s transform.localScale and applies that value to the localScale of a 1,1,1 cube.
void Update () {
this.gameObject.transform.localScale = myObj.transform.localScale;
}
But there seems to be a discrepancy:
Values for single joint in inspector:
Values at same frame for cube:
Is this simply a precision error? If so, it seems like a great deal of precision lost! If that were the case, is there a way to increase precision?
Any help greatly appreciated!