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Objects in Scene disappear when I zoom it

Discussion in 'Editor & General Support' started by McMunchly, Apr 30, 2012.

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  1. McMunchly

    McMunchly

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    When I am trying to manipulate objects in the scene view they tend to disappear when I zoom in, which means I can't do precise tweaks and things. I don't know if there is some kind of setting or what but I'd like to know if I could make it stop doing that. Objects disappear even if I'm not that zoomed in to them.

    Here's a picture showing the scene view with the object getting cut off by grey.
     
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  2. RANDOM++

    RANDOM++

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    Select the object you want to work on, and press F. This focusses the screen on the object you selected.
     
  3. McMunchly

    McMunchly

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    That worked. Awesome!
     
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  4. RANDOM++

    RANDOM++

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    Another saved soul :D
     
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  5. algazel

    algazel

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    This helped me too, thanks!
     
  6. saruul34

    saruul34

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    Niiiice, it helped me too.
     
  7. Boyd1234

    Boyd1234

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    Thank you!
     
  8. tarabout

    tarabout

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    And it helped me too! Saved!
     
  9. caio_marc

    caio_marc

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    It helped me too, in the Editor mode!
    However, when I'm testing the game, the object is not shown.
    What's up?
    Thank you bro
     
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  10. VertexZero

    VertexZero

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    Thanks this helped me BIG time!!!
     
  11. marcola_gt

    marcola_gt

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    Gooood, it helped me too!! lol
     
  12. TiresomeCube34

    TiresomeCube34

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    Thxxxx Helped lots ^-^
     
  13. RevolverOctorok

    RevolverOctorok

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    ... This didn't work for me for some reason. :(

    When I press F, I can see the object in the hierarchy pop out a bit and have a yellow background, but absolutely nothing happens in scene view. All of my Gizmos (frames and what not) disappear when I zoom in no matter what.
     
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  14. aniket56

    aniket56

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    thanks. It helped.
     
  15. aletl10

    aletl10

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    TY so much holy savior
     
  16. KatieGO

    KatieGO

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    Omg, thank you so much savior of the day! I was really frustrated and thought about camera depth or wrong dimensions - like in 3D programs... This was almost way to easy :)

    Edit: Just wondering, why this is still bothering people 5 years after the first post... It's no bug - it's a feature? It consfuses me, because I work with Unity about 2,5 years now, and I've never had this before. Though I use Unity pro at work and now I've installed the personal edition at home to play around some more. Maybe it's just in personal edition...? I don't know.
     
    Last edited: Sep 7, 2017
  17. gsammbunny

    gsammbunny

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    Helped me too Thanks bro
     
  18. AhmedShareef

    AhmedShareef

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    Yay! It worked! Thank you very much
     
  19. GoKman

    GoKman

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    Hah... It is works. Ok, thanks!
     
  20. Alboss

    Alboss

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    thx it worked
     
  21. khaledr

    khaledr

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    thanks a lot you saved me from headache
     
  22. AleRaJo

    AleRaJo

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    Omg, life saver. I don't know what I would do without it!
     
  23. akashganga7

    akashganga7

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    but in my case you can't see the all objects at a time, that is painful when i adding new objects and need to position them perfectly

    when i zoom at the new objects, old objects disappear

    when i zoom at the new objects new objects disappear

    how can i solve it
     
  24. martin96depe

    martin96depe

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    Hi everybody,
    in the scene view, when i rotate the view, it seems like I am in the center and I look around me losing the sight of the object.
    is it possible to focus on the object and rotate around it?
     
  25. awesomedata

    awesomedata

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    Shameless plug, but...

    You should really try Snapcam for this -- its "View Navigator" makes scene navigation much better all-around (plus you can actually configure it). Navigation in Unity is not straightforward, I made Snapcam because I myself had too many issues with the viewport navigation/controls in Unity.

    To rotate around a selected object:

    Just hold "Space" and move your mouse around to rotate around it. You can even zoom in/out with the mousewheel (and change your zoomspeed too) if you like.

    I've also added the ability to "dolly-zoom" (instead of Unity's weird "focal/sniper" style zoom, which affects the camera movement speed, draw-depth, positioning, and all other sorts of non-sense). You just roll your mousewheel while holding Space (when nothing is selected). You can also glide forward by simply pressing the "Shift" key and (correct your movement direction while holding the right mouse button down). You can also pan (locally) with the middle-mouse, and change your movement speed (on the fly) with the mousewheel. The pan speed can also be changed with the middle-mouse wheel and either Ctrl or Alt.



    Also, it's a little-known fact currently, but Snapcam NAVIGATION STUDIO is actually more than "just camera controls" -- I've changed its mission altogether with the new navigators I am releasing. The camera controls are just a huge bonus. NAVIGATION STUDIO will actually allow you to navigate your game itself with its new "Adventure Navigator" -- but I'm going to keep that one under wraps for the moment! :D
     
    Last edited: Jun 8, 2018
  26. HypeModz

    HypeModz

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    I want to die. This did not work for me.
     
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  27. awesomedata

    awesomedata

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    The core issue is that Unity does some peculiar things with the camera position and FOV when zooming using the mousewheel. This affects all kinds of weird things such as how fast you move through the scene with WASD navigation controls as well as stuff like frustrum culling / clipping distance (the point of this topic). The default implementation of camera control is very bizarre.

    The solution is simple -- instead of "FOV" zoom, you "dolly" zoom instead.
    The "not-so-straightforward" part about Unity's "dolly" zoom implementation is that it is a "FOV" zoom that "dolly" zooms also. Unity tries both (at the same time) and totally succeeds at it (while also totally failing at user-experience because of that success, as you will see below.)


    To "dolly" zoom in Unity:

    • First, you reset the FOV to the default level you want it at using the mousewheel zoom. Then --from now on-- you will _always_ need to move with the WASD keys..
    • ALSO you have to remember to never 'accidentally' zoom using the mousewheel ever again. That's HARD because almost every other 3d / art program uses mousewheel zoom. You will instinctively roll your mousewheel at some point.

      Then, _reset_ your FOV zoom again (and again) so you can again "dolly" zoom at a speed/distance that (again) matches your scene and object scale (and so "culling" doesn't make your objects disappear again!)

    The problem with this method comes when, at first, you won't notice anything's wrong when you mousewheel zoom a few times.
    BUT, when you decide to "dolly" zoom with right-click + WASD again -- "zzzip!!!" Your camera flies across the scene!! (or fails to move far/fast at all!!)
    Why? -- Unity's "FOV" zoom is tied to both the viewport's FOV mechanism and the viewport camera's "dolly" positioning mechanism.

    The "dolly" zoom position takes into account the "FOV" zoom distance as well.

    This is why culling (disappearing objects) happens at weird moments.



    Unity's approach prevents you from using one zoom "type" without affecting the other.

    The hybrid position/zoom mechanism probably sounded good on paper -- but totally sucks in practice.
    There is no other option but to remove one zoom mode (contextually) so you may use the other in the correct context.

    I made Snapcam to solve exactly this problem with the "user-experience".
    Snapcam automatically picks the "correct" mode, depending on the scene camera context / type ("FOV" zoom for 2d/iso/ortho, and "dolly" zoom for regular 3d scene movement.)


    Snapcam does only "dolly" zoom in 3d perspective mode. Just hold "Shift" and go to town. You can even reverse movement if you hold "Alt+Shift" -- It also disables Unity's "FOV" zoom behavior automatically in 3d mode -- When in 2d or Iso/Ortho mode, the "FOV" mode is still necessary to zoom in these camera styles, so it is re-enabled temporarily.


    Some other benefits of Snapcam:
    • An alternative way to "dolly" zoom is holding "Alt" and rolling the mousewheel. The mousewheel alone controls your forward/back flight speed (which is handy during flythrough in tight spots -- you can actually _slow_ movement "on the fly"... pun intended)

    • You can pause movement at anytime to look around (or correct your flight direction) by holding right-click in the viewport, and releasing it to continue forward (while never letting your finger off of the "Shift" key. )

    • Holding "Space" lets you orbit around the currently-selected gameobject and "dolly" zoom in/out with the mousewheel alone.

    • There are other cool "Navigators" too (this is just one of three current "Navigators" -- the "View Navigator") -- but Snapcam offers a lot more with its "Snap Navigator" and "Grid Navigator" for instantaneous scene navigation, plus the new "Adventure Navigator" will make it easier to navigate your _game_ as well!


    • It's also super-cheap right now. Usually around $30, Snapcam NAVIGATION STUDIO is now $13 (in anticipation of my new Adventure Navigator) -- to reward any early adopters. :)

    Snapcam is my preferred solution (I won't edit a scene without it), but your mileage may vary.


    I hope this helps! :)
     
    Last edited: Mar 20, 2019
  28. zombakel

    zombakel

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    try to set to another layout.
     
  29. pdm1412

    pdm1412

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    Happens the same to me, but if you press "SHIFT + F" it actually works as expected.
     
  30. akbarccjj

    akbarccjj

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    It helped me as well! Thanks! <3
     
  31. unity_GP9YmUZ3lKWz9g

    unity_GP9YmUZ3lKWz9g

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  32. villevli

    villevli

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    You can also focus on any point on the surface of objects by clicking with the middle mouse button (scroll wheel) on a visible surface of an object. The camera orbit point will be set to that location and the scene camera will be adjusted to make the point visible just like when pressing F to focus on the center of an object.
     
  33. asdf5670545

    asdf5670545

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    Thanks a lot!
     
  34. Jonathan-Bro

    Jonathan-Bro

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    I share the same sentiment. I'm confused why using the shortcut key works but the zoom-in does not. I suspect the "zoom with scroll wheel" and "zoom to object" operate diffently, but this isn't apparent to the user thus the confusion.

    Perhaps something needs to be added to the SceneView on the screen to flash a zoom number when you use the the scroll wheel so you know when it's at it's limit?
     
  35. EclecticSteve

    EclecticSteve

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    Thank you! #SaveMeJebus
     
  36. jowin4ever

    jowin4ever

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    hahaha... lol.. I have 3 times got confused about this damn case.
    Thank you very much RANDOM+++
     
  37. awesomedata

    awesomedata

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    One thing to keep in mind --

    the reason your objects "reappear" when you press "F" is because the SceneView camera changes its cull distance entirely to account for your current selection. This wouldn't be so bad but it causes other problems -- such as it affects how fast you can move in the SceneView.

    Rolling your mousewheel increases the SceneView cam movement speed, but it BORKS your mousewheel movement speed increases if the object is really large (like terrain) and you want to move reasonably smaller distances (and the opposite is true as well.)

    You will have to select between large and small objects and press F constantly if you're doing a game with a large world.

    This is the exact reason why I made Snapcam -- to keep the camera and movement consistent in the scene view. :p
     
    Last edited: Sep 26, 2018
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  38. kami1339

    kami1339

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    No!
    Listen to me When I am trying to manipulate objects in the scene view they tend to disappear when I zoom in!
    i solved it! Simple click Center Of It!
     

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  39. HOELS

    HOELS

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    you god
     
  40. gsammbunny

    gsammbunny

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    Great ^_^
     
  41. ariftahir17

    ariftahir17

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    If F doesn't work - I just had this problem and changed the iso to persp just below the gizmo
     
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  42. BostonGamesLLC

    BostonGamesLLC

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    Another newb thanks! :rolleyes::D
     
  43. AnriGameS_YT

    AnriGameS_YT

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    Thank you!
     
  44. ryanammonstephenson

    ryanammonstephenson

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    most likely F helps but you have actually accidently hit the iso in the upper right hand corner of the view screen. Click on it and it will turn your view back to perspective, and not clip the geometry. Your Welcome :D
     
  45. baoquoc860

    baoquoc860

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    thank you :)
     
  46. vpamidi

    vpamidi

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    It worked. Thank You.
     
  47. Boy2000

    Boy2000

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    omg that just fixed everything
     
  48. anandapersa

    anandapersa

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    Estava com o mesmo problema, me ajudou bastante. Obrigada!
     
  49. dsunay

    dsunay

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    its been almost 8 years and your answer is still appreciated. Thanks a lot !
     
  50. rabeea_awad_kideo

    rabeea_awad_kideo

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