![]() You can still have a large trigger around your character and have the view zoom in on the root object if you add a collider or mesh renderer + mesh filter to it. if the root object is an empty gameobject, it will zoom to fit the largest child object if the root object has a collider, it will zoom to fit the root object If the root object has a mesh filter with a mesh renderer, it will zoom to fit the root object However there is a few rules that it follows when it decides whether to zoom out or not. Whenever I selected the character the view will zoom out to fit the trigger box. ![]() For instance I had a character with a large trigger box around it. ![]() I figured out that the view will zoom out very far on an object if it has a child object that is bigger than the root object. I'm confident that users will know what I'm talking about, but I can provide pictures later if neccessary.Īm I using the 'Frame Selected' command correctly? Does anybody out there have a fast workaround (other than laboriously zooming in) for when it seems to misbehave? Does anybody have a straightforward fix for the problem?Ĭlick to expand.These kind of issues are just as important because they can make your life harder for no reason and if ignored for a long time, could add up to many development hours from working around it. Given the galloping improvements Unity is always making, it's annoying this still pops up. a bit frustrating, a bit of a nag, especially if you keep encountering the problem. It's a small issue in the grand scheme of things, and I can mostly work around it. ![]() Which is great!Įxcept sometimes it centres the view on the object, then zooms out to capture almost the entire scene! This leaves me zooming the camera in, rolling and rolling that mouse wheel until I can actually see what I was trying to frame.ĭon't get me wrong. 'Frame Selected' usually centres the screen on the selected object, then zooms the camera so the object fills approx 1/4 of the available frame, automatically adjusting the scene camera's clipping planes to best capture the object visually. mastery of one basic command still eludes me. I'm familiar with obscure functions and sneaky gotchas and yet. Shortcut tables replaced with link to Shortcut Manager page in 2019.I've been using Unity for some years, now, and I know the interface like the back of my hand.See Scene view navigation to learn more about these. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. The Mac trackpad also has a number of shortcuts for navigating the Scene A Scene contains the environments and menus of your game. The Shortcuts Manager Mac trackpad shortcuts On Windows and Linux, select Edit > Shortcuts.įor more information about viewing and modifying shortcuts, see The Shortcuts Manager.You access the Shortcuts Manager from Unity’s main menu: You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. For example, the R key is bound to the command that activates the Scale tool in the Scene view An interactive view into the world you are creating. A command is an action that is executed in the Editor. The Shortcuts manager lets you view and manage keyboard shortcuts.Ī shortcut is any key, or combination of keys, that is bound to a Unity command. You can also configure shortcuts for the Mac trackpad. The Shortcuts Manager is the main tool for managing Keyboard shortcuts in Unity.
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