Search Issue Tracker
Fixed in 5.0.2
Votes
0
Found in
5.0.1p1
Issue ID
691289
Regression
Yes
Rigidbody2D inertia is not calculated correctly after the Centre of Mass is modified
How to reproduce:
1. Open attached project
2. Open scene BikeCOMass.unity
- Scene contains a few bike shapes made out of colliders, all of which have different settings for their centres of mass
3. Play the scene
- Notice how many of the colliders intersect and misbehave in weird ways
Temporary workaround:
float defaultInertia = body.inertia; //save the original inertia
body.centerOfMass = transform.localPosition; //modify the centre of mass
body.inertia = defaultInertia; //reset the inertia to the original value
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Asset Bundles retain their previous hash and CRC values when an object within a bundle is changed and rebuilt
- APV Reflection Probe Normalization breaks when SSGI is enabled
- Default Custom Components in project have Library counterparts
- [iOS]"The destination host has an erroneous SSL certificate" error is thrown when using UnityWebRequest to connect to the server with a self-signed certificate
- Freeze/crash on DynamicHeapAllocator::Allocate when opening a specific project
Add comment