Mobile run time generation Z rotation wrong
Closed this issue · 0 comments
vaskes commented
Steps to reproduce:
- Use Topdown_SciFi assets and DA_SciFi_K4 profile from starter kit. Dungeon theme SciFi_NoRoof.
- Make a runtime dungeon map and compile for mobiles (Android ETC2 in my case)
- Deploy on actual phone and try to play.
Result: All walls messed and don't match the floor.
Why this happens: Topdown_SciFi assets have pivot point not in the centre of mass of mesh but in left- bottom corner. During buildtime and on a windows rotation correct and around pivot Z axis. On a mobiles during runtime generation wall rotates not around pivot axis, but center of mass of a wall mesh. With a prebuilt dungeons mobiles works fine.