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By Design

Votes

0

Found in

2021.1.0a10

2021.2

2022.1

Issue ID

1356625

Regression

Yes

Character clips through colliders when forcing two rigidbodies against each other from 2021.1.0a10

Physics

-

Steps to reproduce:
1. Open the attached project
2. Open scene
3. Enter Play mode
4. Try to move the character against the moving platform

Expected results: Character keeps running against the platform without clipping through the ground
Actual results: Character starts to clip through the ground

Reproducible with: 2021.1.0a10, 2021.1.15f1, 2021.2.0b6, 2022.1.0a5
Not reproducible with: 2020.3.14f1, 2021.1.0a9

Notes:
- Reproducible on MacOS, Windows
- On Windows this issue reproduces in all supported streams (2019.4-2022.1)

  1. Resolution Note:

    The platform (Kinematic Rigidbody) is moved using the Animator, which teleports the transform each frame. When you teleport two colliders using transform modifications on top of each other like this, there may be violent depenetration or other undefined behaviours when PhysX tries to separate them. The correct course of action would be to use Rigidbody.MovePosition for the platform, which takes into account the collisions and should be much more stable.
    Alternatively, one can utilize "Animation.animatePhysics" if using legacy animations or "Animator.updateMode" set to "AnimatePhysics" to greatly reduce, if not circumvent the issue entirely and still use the Animator to move a kinematic RigidBody.
    Also helps to decrease the depenetration velocity for the bodies, or increasing the solver iteration count in Physics Project Settings

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