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
- [Scene View][Ubuntu] Prefab mode UI ghosting in HDRP
- Deleting AudioMixer asset throws MissingReferenceException and breaks the Audio Mixer window
- Crash on ScheduleGenerateTilingShape when modifying PolygonCollider2D path count and setting path vertices
- Crash when a scene is created with LocalPhysicsMode::Physics3D
- [HDRP] Light doesn't bounce off terrains
Add comment