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
- Previous model to world matrix is not correctly set for ASW
- More calls are made to GC.Alloc in an HDRP Sample Template when compared to the 2022.3 stream
- Generating Light Probe lighting returns inconsistent results on a specific mesh
- Two Warnings appear for every Soft Delete Operation when Deleting Sub Assets in the Project Browser
- “Item m_LightProbeSystem not found” warning is thrown when pressing the “Open” button multiple times in the Adaptive Probe Volume component warning
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.