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The "standard"/obvious usecase is broken. #13

@VladimirMarko

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@VladimirMarko

This is more of a question than an issue with the code.

If use the plugin to add a SetRotationExecuting event to Transform and then add a handler to a transform, the following happens:

  1. transform.rotation = Random.rotation; causes the handler to be called.
  2. transform.Rotate(Random.insideUnitSphere); does not cause the handler to be called.

Does this mean that I need to monitor the whole chain of localRotations and parents instead of just the one rotation I am interested in?

This would require a bit of quite gnarly code and I am not sure that I am not missing something else I would also need to monitor.

Did you solve this problem in your Unity.TransformChangesDebugger.API?

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