This is not possible. Unity doesn’t have an event fired when an object’s transform changes, so I would need to setup a look checking each frame if objects have been moved/rotated/scaled. Although it wouldn’t necessary hurt performance (assuming a reasonable amount of target objects), the client knows when the objects are moved and can just instruct the gizmo to update itself. I find this a much better approach.
Another question, is there a means of rotational snapping to happen like in the case of other design tools, where the movement is fluid until it reaches the snapping intervals? Currently, SetRtAxisSnapStep just allows movements of the interval value.
I need a bit more details to be able to debug this properly. Do you have lots of objects in the scene or did you create many gizmos? Looking at the profiles myself, I can see there might be some allocations which I am making when drawing the gizmos which could be causing this, but I’m not sure if it’s the same issue.
Maybe sending a screenshot with deep profile enabled from your side would help
We really like this asset for our project. Is the support for Render Graph planned or not ? We are using Unity 6 and we can’t fully migrate to it because this asset is not compatible.
Currently, there are no plans to support Render Graph.
Once Unity decides to make up their mind about how to draw stuff inside their Engine, I will most likely update the rendering to whatever they decide it to be. Until then, I am in all honesty a bit weary about all of this