Unity 5.2 - Gizmo rendering

Had to test Unity 5.2 as it’s out!

Seems like Gizmos don’t render the same way as with 5.1.2 / 5.1.3 - they seem to be rendered like lit wireframe in both editor and game view.

This makes it bit hard to see debug rays, capsules and such.

Or is there is a setting to change this?

Seems like a bug as there’s no point to shade debug line renders that often, it only makes them hard to read.

It’s a known bug:

The bug has already been fixed, and according to the Unity team the fix will be merged into an upcoming release. I’d expect Unity 5.3 or some 5.2 patch release.

FYI, the effect is related to the graphics API in use. In DirectX 11 the gizmos are renderer as random colors. DirectX 9 don’t display gizmos at all. My own workaround for now is to selecting OpenGL2 as graphic API. Here the behavior is like in 5.1, but gizmos are drawn in white.

You can change the graphics API at Edit > Project Settings > Player > Other Settings:

  • Untick the option “Auto Graphics API for Windows”. A list of graphic APIs appears.
  • Click the “+” sign and add the OpenGL2 option.
  • Back in the list, move OpenGL2 to the top position. Click Apply when asked.

Edy:
Your solution worked (I kinda expected it would) - It’s better than nothing, and most likely this issue will get fixed soon (I hope). Thanks!

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Same here, gizmos are renderer with random colors, but works ok with ‘3D Icons’ turned on.

nbg_yalta: Hey, thanks for that info! I’m so used to working with 2D icons, that testing this didn’t even cross my mind! Good info, it’s even better fix!

Little workaround:
Step 1) Enable “3D Icons”

Step 2) Draw the Gizmos above the object

Gizmos.color = //whatever you want
Gizmos.DrawLine(new Vector3(Start.transform.position.x, Start.transform.position.y + 1, Start.transform.position.z), new Vector3(End.transform.position.x, End.transform.position..y + 1, End.transform.position..z));

I’ve got confirmation that this issue should not appear in the latest version, 5.2.1p1, which will be available soon.

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