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@@ -6,6 +6,9 @@ Video demonstration - https://www.youtube.com/watch?v=IUQqhS8tsNo
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WARNING - There is a bug in unity 5.4 and 5.5 that causes InverseTransformDirection to be affected by scale which will break negative scaling. Not tested, but updating to 5.4.2 should fix it - https://issuetracker.unity3d.com/issues/transformdirection-and-inversetransformdirection-operations-are-affected-by-scale
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Just place the TransformGizmo on a gameobject with a camera.
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Objects must have a collider on them to be selected.
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Could use some work with how the moving is being handled. For example, I dont like how if you try to move something towards the camera, you cant get it to move past you to behind.
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Added a pivot center mode so you can translate based on the Renderer.bounds.center instead of the normal pivot point.
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The way its implemented is behind the scenes we create a temporary gameobject that is placed at the Renderer.bounds.center and becomes the parent of the selected object and we just translate that temporary gameobject. So if you see a temporary gameobject poping up and then disapearing it might be this temporary gameobject.
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