Search Issue Tracker
Fixed in 2019.3.X
Fixed in 2019.2.X
Votes
0
Found in
2018.3.0a1
2019.1.0a1
2019.2.0a1
2019.2.0f1
2019.3.0a1
Issue ID
1174519
Regression
Yes
Collider stays behind when GameObject with multiple Colliders is set as child in script of object which moves using Rigidbody2D
How to reproduce:
1. Open the attached project("case_1174519")
2. In Hierarchy select "My Child" GameObject
3. Enter Play Mode
4. Observe the Scene View window
Expected result: The Circle Collider 2D is following "My Child" GameObject
Actual result: The Circle Collider 2D is stationary
Reproducible with: 2018.3.0a1, 2018.4.6f1, 2019.1.14f1, 2019.2.1f1, 2019.3.0a11
Not reproducible with: 2017.4.31f1
Note:
- Reproduces only with 2D components, using 3D Colliders and Rigidbody results in expected behaviour
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
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
Resolution Note (fix version 2019.3):
Reparenting was being aborted after the first Collider2D type was found which is the same logic for Rigidbody2D however this should not have been the case due to multiple Collider2D being allowed on the same GameObject. This is part of the Transform Sync logic and has been corrected.
-----------------
Fixed in 2019.2.2f1, 2019.3.0a13, 2020.1.0a1
Resolution Note (fix version 2019.2):
Reparenting was being aborted after the first Collider2D type was found which is the same logic for Rigidbody2D however this should not have been the case due to multiple Collider2D being allowed on the same GameObject. This is part of the Transform Sync logic and has been corrected.