Timeline for Unity approaches for automatically setting pivots of each sub-gameobject at base center
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 12, 2023 at 2:02 | answer | added | Nydaxe | timeline score: 0 | |
| Jun 19, 2022 at 14:06 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Feb 19, 2022 at 14:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Jan 20, 2022 at 7:39 | answer | added | Adam B | timeline score: 0 | |
| Jan 19, 2022 at 8:17 | comment | added | ina | I was thinking there might be a completely built-in method for something like this since it seems so common. I guess maybe using free models that were not designed for game use (i.e., bad pivots) is maybe too indie even for Unity? | |
| Jan 18, 2022 at 12:41 | comment | added | DMGregory♦ | Presumably you considered using Renderer.bounds for meshes, or Collider.bounds or a physics boxcast from below for objects with colliders? | |
| Jan 18, 2022 at 12:15 | history | asked | ina | CC BY-SA 4.0 |