Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Join us on Thursday, June 8, for a Q&A with Unity's Content Pipeline group here on the forum, and on the Unity Discord, and discuss topics around Content Build, Import Workflows, Asset Database, and Addressables!
    Dismiss Notice

Feedback Copy/cut > paste as child doesn't keep world position

Discussion in 'Editor & General Support' started by simonTTG, Mar 10, 2023.

  1. simonTTG

    simonTTG

    Joined:
    Apr 4, 2017
    Posts:
    6


    This video showcases a use case with the copy/cut > paste tool. It is a nice tool to use when you have very long hierarchy's.
    However, the past as child option does not keep the world position. I would say that this is very unintuitive. I would expect it to behave as if I would have dragged the object into a parent.

    I've read the source code, it happens in CutBoard.cs line 95, which then goes to line 139 and calls Undo.SetTransformParent(Transform transform, Transform newParent, bool worldPositionStays, string name);.
    And the worldPositionStays is set to false.

    I think you should set worldPositionStays = true by default, and perhaps have another shortcut for paste as child with offset (worldPositionStays = false). Ctrl+alt+v for example
     
    D12294 likes this.
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    33,640
    Video is Private.

    If you just have a bug and need to figure out what your code is doing, here's a great way:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
     
  3. simonTTG

    simonTTG

    Joined:
    Apr 4, 2017
    Posts:
    6
    Thanks for pointing out that the video was private. But for the rest of your responds, I'd say you didn't even read my post.
     
  4. Homicide

    Homicide

    Joined:
    Oct 11, 2012
    Posts:
    636
    Auto Kurt doesn't catch all the context occassionally. Bare with us, we're still working on the system. :D