Search Issue Tracker
Fixed in 5.3.0
Votes
0
Found in
5.1.1f1
Issue ID
713073
Regression
No
[TrigeCollider2D] OnTriggerEnter2D gets called even though the collider never actually reaches the trigger collider
This project has 2 scenes to indicate 2 different scenarios.
Steps to reproduce 1st scenario:
1. Open the attached project
2. Open and play 'TestSceneMovePosition' scene
3. Click left mouse button, to activate Rigidbody.MovePosition behaviour
4. Notice the OnTriggerEnter2D gets called even though the 'Projectile' GO was stopped in the middle of the way. (The white rectangle is set to stop rendering for a second if OnTriggerEnter is registered)
Note: Looks like using Rigidbody.MovePosition, the trigger enter will be registered no matter how far the projectile will actually stop.
Steps to reproduce 2nd scenario:
1. Open the attached project
2. Open and play 'TestSceneVelocity' scene
3. Click left mouse button, to activate Rigidbody.velocity behaviour
4. Notice the OnTriggerEnter2D gets called even though the 'Projectile' GO was stopped before it reached the target collider.
Note: If using Rigidbody.velocity and the obstacle is far enough, the collision is not registered.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Terms of Service agreement checkbox is invisible under specific OS system themes (UI Accessibility)
- Tile Palette: "Create New Tilemap" dropdown area is displayed in several colors
- Input.mousePosition stops syncing to touch input when using "DownloadHandlerTexture" in WebGL build
- UI Builder canvas doesn't update element styling accordingly when changing Active Theme for some Editor Authoring elements
- Selector Value buttons are not aligned with parameters in UI Builder
Add comment