K.Wagrez Posted October 23, 2025 Posted October 23, 2025 Hello everyone, I noticed an annoying bug when working with Unigine 2.19.1 compared to working with 2.18. I have lagre worlds and use a lot the F key to focus on my target. It generally worked pretty well, but in 2.19.1 it focus extremely far from the target, if I don't have a mesh selected. Here is an example. Let's say I selected directly a mesh and I focus on it: So far so good. But what if this mesh has an empty parent (no sibling) with no transformation. Let's select this parent and let's focus again. Woops. I'm too far. Reeaaaally too far, clipping just removed my entire world ! It happens all the time on every non-mesh object, including all the node references and the node dummies parents of meshes ! It worked in 2.18. This is very annoying. Is is some setting that broke during migration ? PS: here is the hierarchy of the node I focused, but since this behavior appears on every node, I don't think it matters.
silent Posted October 24, 2025 Posted October 24, 2025 Hi Kevin, Could you please check if focusing via Shift+F hotkey will change anything? If possible it would be nice to check the full nodes hierarchy and their bounds. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
K.Wagrez Posted October 24, 2025 Author Posted October 24, 2025 Shift+F does exactly the same thing. Was it supposed to do something different ?
silent Posted October 24, 2025 Posted October 24, 2025 Shift+F should be able to focus on huge (or potentially infinite) bound nodes, like grass and clutters. But it was introduced earlier (I guess something like in 2.16), so I assume that it should not really affect this behavior in any way. I haven’t found any similar issues in our internal bug tracker, and there were no explicit changes to focusing between 2.18 and the 2.19.x branch (as far as I know). I’ll ask the QA team to verify this behavior in case any unexpected changes slipped into the release. Thanks! 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
K.Wagrez Posted October 27, 2025 Author Posted October 27, 2025 Apparently it's related to our current projects, since I don't have the behavior on clean empty projects. I will see what's the trigger for such behaviors. I wouldn't be surprised it's our fault. We have large worlds, and they have a tendency to crash the editor. Even selecting our clutters/impostors can crash the whole application. So messing with the focus ? Why not. I will keep you notified If I find anything interesting for the Unigine team :)
silent Posted October 28, 2025 Posted October 28, 2025 Hi Kevin, We have found something strange related to the NodeReference focus inside Editor. More likely you are facing the same issue in your project, but we could tell more if we would be able to check a small video on how focus works in your case. But this focusing behavior was already there in 2.18.1. To be more specific, if you have meshes inside that extends the bound of the NodeReference - the focus would take in account that extended bound: The content itself remains unchanged; only its coordinates within the NodeReference are adjusted. This is the only scenario we've identified so far that could cause the focus to jump too far from the NodeReference. Please check the exact mesh positions inside the NodeReference, and if they’re placed far from the NodeReference's origin, the resulting bounds can become very large. It's possible this focusing behavior was different in earlier versions (perhaps even before 2.18). We're currently investigating when this behavior first appeared. It's also possible you've encountered a different issue that we haven't been able to reproduce yet. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
K.Wagrez Posted October 28, 2025 Author Posted October 28, 2025 (edited) Well, it's actually possible that it might be linked. I tried with a dummy node that I unparented and focused on. If the node is at 0/0/0, it moves the camera nearly at the origin. If I move the node at x=1000, the camera tries to focus the dummy AND the origin point. But my node is unparented ! It shouldn't even try to include the origin point in the focus. (I always use the F key to focus, not the shift + F). So yeah, since nearly all our nodes are generally moved in some way or another, of course the focus would fail. If it fails for a unparented dummy node... Edit: to be quite honest, I've tried a lot of different configurations with different node types (dummies, references, landscape, clutter, grass, meshes) and I managed to have a lot of variations. Sometimes my focus include the origin, sometimes it just send the camera to the pivot, sometimes it correctly focus the landscape asset. There is definitely something weird going on, but I would need to spend time testing each situation. Edited October 28, 2025 by K.Wagrez
silent Posted November 28, 2025 Posted November 28, 2025 Hi Kevin, Could you please let us know how critical this issue is for your current development? It has been present since the 2.11 release, and we are currently evaluating whether it should be addressed in the upcoming 2.21 update or postponed for a later release. If this issue is important for your workflow and you are planning to migrate to 2.21 soon, it would be preferable for us to include the fix in that version. Thank you! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
K.Wagrez Posted November 28, 2025 Author Posted November 28, 2025 It is annoying, I wouldn't say "critical". There are workarounds, so it's ok. 1
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