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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

Physics

-

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."

  1. 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.

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