• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by JinJin · Feb 23, 2015 at 12:59 PM · editorinstantiatetransform.positiongizmosondrawgizmos

Gizmos render with an offset, but editor still displays the "right" transform.position

I use OnDrawGizmos() to render some lines and the object position. It works perfectly when in edit mode:

alt text

You can see that object Sector1 is selected and that position is (-1671.7, 0, 1746.5) in the inspector and in the scene.

Then I run the game and it still works OK, until I instantiate a prefab (a building) that has nothing to do with the Sector object (I 100% verified that it does not change the transform.position of the Sector object).

As soon as there is a new prefab in the scene, the Gizmos draw in the wrong location, but editor still displays the "correct" location:

alt text

You can see that object Sector1 is selected and that position is (-1671.7, 0, 1746.5) in the inspector, but the gizmos are offset and the position displayed by gizmos is (-2300.7, 0.1, 2869.2).

I was searching for a bug (I thought that somehow the transform.position of the Sector object changes in the code) until I noticed that the editor still displays the "correct" value for the object.

Does anyone know a possible solution for one of these questions:

(A) how to detect the EXACT line of code (call stack) where transform.position changes?

or

(B) how could instantiating a new object cause the change in transform.position of another object?

ok.jpg (488.2 kB)
notok.jpg (484.8 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Editor Windows : Help required 1 Answer

Can't add script: The script is an editor script 1 Answer

Instantiation in a negative position relative to player 0 Answers

GameObject.transform.Find().position returning local position for instantiated gameobjects. 0 Answers

Instantiate Position Won't Change 2 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges