Search Issue Tracker
Fixed in 2019.3.X
Fixed in 2019.1.X, 2019.2.X
Votes
0
Found in
2017.4.0f1
2018.3.0a1
2019.1.0a1
2019.1.6f1
2019.2.0a1
2019.3.0a1
Issue ID
1164935
Regression
No
2D Colliders will not update their collision shapes when changing Transform Scale from zero on runtime
How to reproduce:
1. Download and open the attached project "case_1164935-matchtree.zip"
2. Select the Cube GameObject in the Hierarchy and inspect the Collider components
3. Start Play mode
4. Inspect the Cube GameObject's Collider components
Expected result: Colliders update their collision shapes
Actual result: Colliders do not update their collision shapes and throw a warning
Reproducible with: 2017.4.29f1, 2018.4.3f1, 2019.1.9f1, 2019.2.0b8, 2019.3.0a8
Notes:
Only BoxCollider2D and CapsuleCollider2D are affected by the issue.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- ACES Tonemapping causes banding artifacts and negative values in ColorGradingLUT when HDR is enabled and "High Dynamic Range" Grading mode is selected while Android Platform is used
- Android Player freezes when an Audio Source is playing and an incoming call is picked up and then hung up and the Audio Source is started again
- Green success icon is poorly visible in the light Unity theme
- Incorrect input into the Input Field when using Microsoft IME Japanese
- Multiplayer role "ClientAndServer" is displayed without the spaces in the "Play Mode Scenarios" window
Resolution Note (fix version 2019.3):
The issue was caused by SyncTransforms not being run prior to the simulation being run. This was caused because no valid shapes existed in the world resulting in an early-out of the simulation step therefore avoiding the SyncTransforms call. Whilst the world wasn't empty (there were 2D colliders), there were not shapes which is what the empty-world test does. The fix is to correctly run SyncTransforms during the simulation step.