Unity Grid Snapping doesn't work as intended

Hello!

I’m trying out Unity 6 and I’m really enjoying the new grid! Love how integrated it is to the editor and make the experience smoother than before. Also it looks great.

It has however a major flaw: Scale snapping.

It doesn’t behave like other editors where the scale “snaps” to the nearest scale step, but instead, it adds and subtracts, and if you scale a few times with a smaller number (for example .125) the grid step gets broken. Here’s an example. If I scale this 4m wall by 0.5m and scale it back, everything works fine. But if I scale by .125 and scale it again by .125 it goes haywire and the scale value gets broken. This renders the grid snapping incompatible with the workflow of using modular and scaleable pieces:

Would it be possible to add a toggle so the scale snap works in the way that I mentioned? (snapping to the nearest grid number, instead of adding/subtracting). This is how it works in Hammer, Unreal and other proprietary level editors I used before.

Thanks and keep up the amazing work!

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Just as a second thought, it seems that the current behavior works by dividing/multiplying the scale value by the scale snap, which seems like it causes floating point errors when using smaller numbers such as 0.125. This could be completely eliminated if instead, the scale snapping just added or subtracted the step number :slight_smile: (so the resulting scale value will always be a grid friendly value, granted that the original scale value was on the grid to begin with).