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ChimeraReyat
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In PathEditor.cs, the variables handleRadius in ProcessBezierPathInput, and anchor/controlHandleSize in DrawHandle, previously referenced the raw bezierPath position information based on which index was requested, rather than the transformed position--this is curious, considering the transform position is calculated after handleRadius and before anchor/controlHandleSize are set.

As a result, Constant Point Size failed to display correctly if the GameObject for PathCreator was ever anywhere but [0,0,0], causing strange deformations in the point's sizes when moving/rotating the camera. Viewable below.

2021-05-25.23-43-43.mp4

From my testing, this doesn't seem to introduce any new issues, and as seen in the below video, the issue appears to be corrected.

2021-05-25.23-44-01.mp4

…handle position; this fixes a bug where Constant Point Size was incorrect if the PathCreator Game Object's Location was not at World Zero.
JerryVerhoeven added a commit to JerryVerhoeven/Path-Creator that referenced this pull request Sep 18, 2023
Bug fix for "Constant Point Size" not working if PathCreator object isn't at World Zero. SebLague#103
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2 participants