Search Issue Tracker
Fixed in 2017.2.0f3
Fixed in 2017.1.X
Votes
0
Found in
5.6.0f3
Issue ID
905832
Regression
Yes
Changing CapsuleCollider radius in runtime through code makes the height of the rigidbody change
To reproduce:
1. Open an Attached Unity project "Rigidbodybug"
2. Open scene "scene"
3. Window --> Physics Debugger
4. Press Play
Expected result: Both manually written and code generated radius should result in the same size of the rigidbody
Actual result: code generated radius affects the height of the rigidbody
Reproduced on: 5.6.0f1, 5.6.0f3, 5.6.0p4, 2017.1.0b3
Can't test on 5.5 and older versions of Unity since Physics Debugger was not yet implemented.
Note: ''CapsuleRadiusByCode'' and ''CapsuleManuallySetRadius'' are exactly the same except that ''CapsuleManuallySetRadius'' radius is set to 0.25 in the editor
and ''CapsuleRadiusByCode'' radius is set to 0.5 but changes to 0.25 when in play mode.
Note: in attached picture playmode.png on the left is ''CapsuleManuallySetRadius'' and ''CapsuleRadiusByCode'' is on the right.
Comments (1)
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
- Frame Debugger's Hierarchy is not navigable when connecting it to the project built with the Volumetric Fog
- The number of SetPass Calls is increasing when attaching the Frame Debugger to the Player
- Scrollbar briefly appears in the Package Manager during installation process even when the package list is too short to require scrolling
- Script resets to use the previous Skybox color when saving the Scene changes
- [2D] Sprite Library Editor window throws NullReferenceException error when entering Play Mode with Game View maximised
elias_t
Nov 28, 2017 14:40
Please backport this to Unity 5.6.4.