Search Issue Tracker

Won't Fix

Votes

4

Found in

5.5.0p3

Issue ID

868124

Regression

No

RigidbodyConstraints are ignored when rotating object with some ForceMode's

Physics

-

RigidbodyConstraints related to rotation doesn't work correctly when trying to rotate object with some ForceMode's. A little bit of rotation is still applied even when constrains are enabled.

To reproduce:

1. Open project.
2. Inspect the script attached to gameobject in the scene.

rigidBody.constraints = RigidbodyConstraints.FreezeAll;
yield return new WaitForFixedUpdate();
rigidBody.AddRelativeTorque(new Vector3(0, 0.5f, 0), ForceMode.Acceleration);
yield return new WaitForFixedUpdate();
Debug.AssertFormat(rigidBody.angularVelocity == Vector3.zero, "{0}", rigidBody.angularVelocity.y);

3. Enter play mode.

Note: You can see in the inspector that the object rotates a little bit and then stops.

4. Exit play mode.
5. Comment line "rigidBody.constraints = RigidbodyConstraints.FreezeAll;".
6. Enter Play.

Note: You can see the same results even though constrains line is commented out.

Expected results: No rotation.
Actual results: Rotation occurs.

Important notes:

1. Same bug occurs when using "RigidbodyConstraints.FreezeRotation" instead of "RigidbodyConstraints.FreezeAll".
2. Same bug occurs when using "ForceMode.VelocityChange" instead of " ForceMode.Acceleration".

Reproduces with: 5.3.6f1; 5.4.3p3; 5.5.0p3; 5.6.0b3;

  1. Resolution Note:

    Rigidbody Constraints have some limitations that can't be easily solved. In such occasions it's recommended that Joints are used to lock the object instead.

Comments (2)

  1. katrinamain

    Mar 17, 2023 10:36

    Comment

  2. big_3

    Jun 13, 2017 20:43

    I have the same problem. Did you find a Workaround?

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.