Search Issue Tracker
Fixed in 4.5.2
Votes
0
Found in
4.5.0f6
Issue ID
610672
Regression
Yes
2D physics interpolation isn't working reliably
-repro: In Unity 4.5, enabling interpolation of a 2D rigid body will cause incorrect behaviour (loss of velocity/pausing) if the object is rotating or has been rotated (e.g. via transform.Rotate)
-repro:
--open attached project
--play scene
--NOTICE the right quad jumping around
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
- Dragging and dropping a system that contains event context to create nested VFX crashes the editor
- TextMeshPro UV2 custom data not rendering for off-screen text with RectMask2D in Unity 6
- Text overlap and is unreadable in Inspector > Terrain Paint Texture after creating new Terrain Layer
- Event "XRInputSubsystem.trackingOriginUpdated" triggers twice when recentering the view
- UITK TextField value is overwritten incorrectly by the converter result when Binding Mode is set to "To Source"
EidanCorey
Nov 11, 2014 20:25
This bug is still can be reproduced in newer 4.5.x versions and in 4.6.0f1.
When interpolation is enabled in rigidbody2d (or object have animation component, even if animation does not effect object's rotation) we cannot change rotation of an object via transform.
For example, it is impossible to flip sprite horizontally with rotation on 180 degree on y-axis (instead of using scale -1). This is really annoying.
Tekksin
Sep 20, 2014 09:10
This issue has not been fixed! I'm still experiencing issues with this interpolation problem!