Gizmos are not Affected by 2D Camera Zoom

Gizmos do not visually scale with Camera Zoom as expected, which makes editing hitboxes slightly cumbersome.

I’ve created my own dynamic zooming camera behavior using CameraOverride2DWorld. When the Zoom argument is set to 1000, the Gizmos are visually attached to the character as expected. But, if the argument is less than or greater than 1000, any Gizmos become visually misaligned. They don’t appear to scale along with the zoom, so there’s an odd parallax effect. For my game, the base “Max Zoom” is 800, so when I want to work on hitboxes with precision, I have to switch that value to 1000 and recompile.

Here’s a video to demonstrate the issue in motion.

Oooh, I know it works as expected in 3D, but the pure 2D graphics wasn’t really tested.

Probably won’t happen for a while in the newer one, as I’m thinking of retiring the pure 2D graphics for a bit to make 2.5D a strong default going forward, so it stops having this weird divergence in behavior.

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Gotcha! I think I’ll switch to the 2.5D in this interim, then.