Search Issue Tracker
Fixed in 5.3.3
Votes
0
Found in
5.3.1p3
Issue ID
763806
Regression
Yes
Custom center of mass and inertia tensor values cannot be set on a rigidbody without a non-trigger collider
Steps to reproduce:
1) open users attached project
2) play scene 'RigidbodyTestScene'
3) select object named 'RigidbodyWIthTrigger' from hierarchy
Expected: Center of mass is set to target
Actual: It is set to 0
note: if you start the scene with objects set to kinematic they have the right values set, but upon unchecking - inertia tensor is set to 1 and center of mass to 0.
Reproducible: 5.3.0f4, 5.3.1p3, 5.4.0b3
Not reproducible: 5.2.4f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- var VisionOSEDRHeadromm has a comma instead of a dot when building with Metal Rendering App Mode and local OS localization is set to German
- IAP Catalog remove product “x” and add product “+” buttons are not consistent with other remove and add buttons in the Editor
- Performance issues in Play Mode when quickly hovering the mouse cursor over Hierarchy GameObjects
- Frame Debugger displays incorrect output when FidelityFX Super Resolution or Spatial-Temporal Upscaler is used with Temporal Anti-aliasing or Subpixel Morphological Anti-aliasing
- The layout system is failing to correctly calculate or apply the height of the Japanese fallback font when the primary English font's metrics are used
Add comment