Search Issue Tracker
By Design
Votes
0
Found in
Issue ID
861131
Regression
No
Enabling "Use Full Kinematic Contacts" on Rigidbody2d has no effect
To reproduce:
1. Open attached project "FullKinematicContactBug.zip"
2. Play "test" scene. And watch how moving "Player" object interacts with other 3 objects.
3. Stop the scene.
4. In Hierarchy, select "Player" object, and in Rigidbody2d component, uncheck "Use Full Kinematic Contacts".
5. Play scene again. It plays the same way as if "Use Full Kinematic Contacts" was checked.
Actual result: only the first (Dynamic) object is pushed. No contact (collision) with Kinematic or Static object.
Expected result: when "Use Full Kinematic Contacts" is enabled, kinematic/kinematic and kinematic/static collisions should be allowed.
Repro with: 5.5.0f3, 5.6.0b1
"Use Full Kinematic Contacts" was added in 5.5
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mouse input is registered incorrectly in Custom RP when downscaling Render Target and rendering Overlay UI before final upscale
- Time.deltaTime is locked to the display's refresh rate when the built Player is moved to a Secondary Display and Windowed Mode is used
- Crash on RaiseException when importing a specific asset
- Crash on RaiseException when opening a specific project
- DownloadHandlerScript.CompleteContent is called twice when building for WebGL
Add comment