Search Issue Tracker
Fixed
Fixed in 6000.0.56f1, 6000.2.1f1, 6000.3.0a5
Votes
1
Found in
6000.0.54f1
6000.1.13f1
6000.2.0b12
6000.3.0a3
Issue ID
UUM-112903
Regression
No
ContactPoint2D.normalImpulse returns a high value when touching the wall with the object at rest, and Multithreading enabled for Physics2D
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/Test.unity” Scene
3. Enter the Play Mode
4. Move the character towards the drop
5. Let the player fall and collide with the wall, so it becomes pressed against it
6. Observe the Console
Expected result: Single “EXTREME CONTACT: Contact 1 - “ Warning is present
Actual result: Multiple “EXTREME CONTACT: Contact 1 - “ Warnings exist showing high value when the object is at rest
Reproducible with: 6000.1.13f1, 6000.2.0b12, 6000.3.0a3
Could not test with: 2022.3.65f1, 6000.0.54f1 (Library\PackageCache\com.unity.2d.common@10.0.0\Runtime\InternalBridge\InternalEngineBridge.cs(21,28): error CS1061: 'SpriteRenderer' does not contain a definition for 'SetBoneTransforms' and no accessible extension method 'SetBoneTransforms' accepting a first argument of type 'SpriteRenderer' could be found)
Reproducible on:
Play Mode
Windows Standalone Player
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
Note:
- Disabling the magnet force in the Player component (which applies a sticking force to walls) does not affect the outcome; the issue still occurs, confirming that it’s unrelated to custom forces.
Workaround:
1. Go to Project Settings > Physics 2D > Multithreading
2. Disable “Use Multithreading”
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
Add comment