Search Issue Tracker
Fixed in 5.3.5
Votes
0
Found in
5.3.4f1
Issue ID
780257
Regression
No
Force applied by area/point effector is multiplied by the number of colliders even when force target is rigidbody
Steps to reproduce:
1. Open attached project
2. Open scene "AreaEffectorTest"
3. In the scene there are two squares. Left one has four box colliders and right one has one
4. In hierarchy, select "AntiGravityAreaEffector" and notice that Force Target is Rigidbody
5. Run the scene and notice that left one shoots up and the right one does not. This happens because left one had the force of the effector multiplied by the number of colliders it has
Notes:
- Colliders of the left cube are resized so that their combined surface area would be equal to the surface area of the right one.
- This happens no matter if Rigidbody2D has Auto Mass enabled.
- If we were to set mass of the left square to 4 while keeping mass of the right one equal to 1 then both cubes would be affected in a same way.
- This issue doesn't happen with other effectors - only area and point are bugged
Reproduced with: 5.2.4f1, 5.3.4f1, 5.4.0b11
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment