Since going up from 1.1.6 to 1.2.3, the DebugPolySpatialGameObjectLink GameObject that is created to pair to a GameObject with a Camera component appears to now make a copy of the Camera component with some changes.
If the original GameObject that the Camera is on is set inactive, then the paired debug polyspatial GameObject is also set inactive. If the Camera component is disabled however, the Camera component will not be disabled.
Should we be disabling the GameObject instead or is this a bug?
Sounds similar to this post, the enabled state on DebugPolySpatialGameObjectLink does not sync well with the original object. In my case, it’s a collider component.