Closed DanielWillett closed 4 months ago
Hmm that sounds right. Thanks for the report. 🤔
I agree the current behavior is bad. I think there are a few options:
For the meantime I've made the 3rd change because of all of them I think it might be the most potentially useful and intuitive. Do you think that's reasonable?
Yeah that's a good way to do it I think.
iirc the world/local space setting doesn't save on restarts, so that could also help some as usually you have to switch over to copy transform either way.
Could definitely see benefits to the second option too if you wanted to 'reset' an object's rotation or something like that. Maybe hold ctrl to reset instead of copy could be useful.
When you use Ctrl + B / Ctrl + N to copy a transform of one object, the rotation isn't retained in
GLOBAL
space. I assume it's supposed to keep the rotation even in global space? if not it should at least compensate for the 90° rotation all objects have and rotate it accordingly so it's not sideways like below.I think all that needs to be changed is to use
in EditorObjects.Update instead of getting it from the handle when in global mode, since in global mode the pivot rotation is set to Quaternion.identity in
calculateHandleOffsets
.The in-game workzone also has the exact same bug.