Search Issue Tracker
Fixed in 2019.1.X
Votes
0
Found in
2018.3.0b6
Issue ID
1093811
Regression
No
[Documentation] Configurable Joint does not break when "Break Torque" is small and a high "Torque" is applied
How to reproduce:
1. Open attached project "BreakTorqueIssue.zip" and scene "BreakTorque"
2. In Hierarchy window, select "Cube"
3. In Inspector window -> "Configurable Joint (component)" -> change "Break Torque" to 0 (it clamps on 0.001)
4. In Inspector window -> "Constant Force (component)" -> change "Relative Torque" to 5000
5. Enter Play mode
6. Observe the cube in the Scene or Game view
Expected result: The Cube's joint breaks and the Cube falls
Actual result: The Cube's joint never breaks even though its "Break Torque" is small and "Relative Torque" is high
Reproducible with: 2017.2.4f1, 2017.4.14f1, 2018.3.0b7, 2019.1.0a6
Additional notes:
According to: https://docs.unity3d.com/ScriptReference/Joint-breakTorque.html
Joint.breakTorque is "The torque that needs to be applied for this joint to break."
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
- [tvOS] Project crashes on startup on Apple TV simulator (both X86_64 and ARM64 architectures)
- Context menus open on a different monitor when there are three monitors used
- Crash on Umbra::QueryExt::queryStaticShadowCasters when opening a specific project
- Crash on GfxDeviceD3D12Base::DrawBuffersCommon when opening a specific project
- Shader variants are recompiled while Building when the Platform is switched and changed back after the first Build
Resolution Note (fix version 2019.1):
To be able to break, a joint must be _Locked_ or _Limited_ on the axis of rotation where the torque is being applied. This means that some joints cannot break, such as an unconstrained Configurable Joint. The documentation will be updated to reflect this behaviour.