Search Issue Tracker
Fixed in 2019.1.X
Fixed in 2018.2.X, 2018.3.X
Votes
0
Found in
2017.4.3f1
Issue ID
1037965
Regression
No
collision2D.contacts often reports a normalImpulse of 0 for heavy collisions
This issue has no description.
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
- [HDRP] Decal Projector with layer mask "nothing" doesn't affect transparent objects when Decal Layers are disabled in frame settings
- "MonoBehaviour.OnApplicationQuit" is still called when quitting is canceled by “Application.wantsToQuit“ returning false
- [2D SG/VFX] Surface options are not shown in Output Inspector when 2D Sprite SG is assigned to VFX
- Collisions are incorrectly registered when setting a joint motor every frame causes
- Terrain shadows flicker while moving the Camera in the Player when Terrain contains GPU instanced materials
StephenWoods
Jul 08, 2020 14:54
https://hub.docker.com/r/wepaid99
Deeeds
Oct 16, 2018 13:01
btw I'm no longer seeing this bug between box collider and circle collider collsions, only between circles.
Deeeds
Oct 16, 2018 12:59
This is not completely fixed in 2018.3.0b5 as said in the release notes.
Still often return 0 for both impulses.
When it does return 0, the relative Velocity is oddly VERY high.
I'm seeing this about 20% of the time with big and medium hits between to circlecolliders
Deeeds
Oct 03, 2018 10:18
This is also all true of contacts[0].tangentImpulse. Whenever normalImpulse returns 0, so does the tangentImpulse.
Further, it's not a different contact. I've checked contacts[1] and up, they don't have anything at all (null), when this problem occurs. So it's simply a problem with lost contact information.
This is a HUGE problem for dynamic game sounds that are based on the extent of physical responses. Please fix.
It's comically obvious if/when sounds are based on these values.
Deeeds
Oct 02, 2018 16:04
Where is this fixed? Still occurring in 2018.3 betas.
Frequency is about 20% of same sized collisions when they're moderate hits. About 10% for lesser hits and about as much as 50% for heavy contacts.