Search Issue Tracker
By Design
Votes
0
Found in
2017.3.1f1
Issue ID
1017891
Regression
No
Character Joint Angular Limits are being recalculated from a new position when you deactivate and reactivate GameObject
How to reproduce:
1. Open user's attached project "JointsBug.zip"
2. Enter game mode
3. Press "Toggle Active Left Bodies" even number of times inside the Game window
Expected result: GameObjects will disappear and appear in the same state
Actual result: GameObjects' joints change their angle
Note: reactivated GameObject seems to "forget" his original position and it calculates angle constraints from the new position (where it was activated last time)
Reproducible: 5.6.5p2, 2017.1.3p2, 2017.2.2p2, 2017.3.2f1, 2017.4.0f1, 2018.1.0b13, 2018.2.0.a6
Workaround: you could disable main child components of the gameObject. For example, if you just need to "hide" GameObject from the scene to reintroduce it later you can disable Mesh Rendered and Collider
Update: resolved by design, the moment gameObject is set active, the joint is initialized relative to this pose. Happens with all the other joint types too
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 is not disabled when switching Scenes if the Frame Debugger window is not open during the transition
- Standalone Profiler Targets another Project if a Standalone Profiler was launched in it before when switching between Edit or Play Mode Targets
- Crash on ForwardRenderLoopJob when opening a specific project
- [Android] Memory leak and eventual crash on Snapdragon 8 Gen 1+ devices when a Clear Pass is executed after Framebuffer Fetch
- PhysicsRaycaster ray length is incorrect when casting from rotated Camera
koirat
Oct 20, 2018 10:11
It's a bug by design. There is no easy workaround for it.
Imagine you have to duplicate an existing GameObject with joints. You do GameObject.Instantiate(original) unfortunately all joints are recalculated and all positions and limits will be different in the cloned GameObject if it's not a prefab.
For example when trying to do ragdoll from existing moving character.