Search Issue Tracker
By Design
Votes
1
Found in
4.3.4f1
Issue ID
590222
Regression
No
2D physics are not "pixel perfect" when using floating point number for position/scale
To reproduce:
1) Open the attached project and load 'PPU - 1to1' scene
2) Select 'Parent' game object in hierarchy and play the scene
3) Zoom in and check colliders of child objects in scene view. Notice that 'player' game object rests on the corners of other two cubes (it bounces off in 4.6 and falls into the gap, probably that is expected)
this behavior is expected.
4) Now load 'PPU - 100to1' scene and repeat step 3. Notice that 'player' game object does not fall fully to the corners of another cubes (in 4.6 it does not bounce off into gap...might be a bug, that scale changes physics simulation). This is not expected.
You can check screenshots made by user for more info.
Comments (2)
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
- UnityYamlMerge.exe doesn't correctly handle merge conflicts in modified properties on a prefab variant
- Inconsistent color scheme in "Details" section of "Select Presets" inspector window
- Crash on __pthread_kill when launching Editor via command-line with "-disableManagedDebugger" argument
- [VFX] Deleting “New Group Node” name doesn’t allow to type or add new name
- [VFX] Creating a long Group Node name breaks nodes boarders
Lordinarius
Apr 27, 2014 07:03
Hi . is that same issue ?
http://tinyurl.com/l4rlhx8
ViNull
Feb 19, 2014 18:16
Additional explanation on this issue at the following link, since the example projects are not link for download on the issue: http://www.gamemarx.com/2014/02/2932/unity-4-3-2d-physics-bug-affecting-tile-based-games/