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Won't Fix

Votes

1

Found in

2022.3.5f1

2023.1.4f1

2023.2.0a23

Issue ID

UUM-42707

Regression

Yes

GameObjects aren't initialized at the correct position when their Rigidbody Component's "Interpolate" setting is set to "Interpolate" or "Extrapolate"

-

How to reproduce:
1. Open the attached “RigidBodyBug“ project
2. Open the “MainScene“ Scene
3. Enter Play Mode
4. Observe the positions of the “Octopus(Clone)“ GameObjects

Expected result: The “Octopus(Clone)“ GameObjects have different positions
Actual result: All of the “Octopus(Clone)“ GameObejcts appear at -10, 0, -10 position

Reproducible with: 2022.1.0a6, 2022.3.5f1, 2023.1.4f1, 2023.2.0a23
Not reproducible with: 2021.3.28f1, 2022.1.0a5

Reproduced on: macOS 13.4.1 (Intel, M1)

Notes:
- Couldn't test if reproducible in Player because the screen is grey in Player
- Issue doesn’t reproduce if the “Interpolate” setting is changed to “None“ on the RigidBody Component of the “Octopus(Clone)“ GameObejct

  1. Resolution Note:

    Before 2022.1, it used to be that we would actually sync transforms every update in case any interpolated bodies were present in a scene. It was never the design choice, but more of a necessity, a limitation of the transform dispatch tech ~2017. It had (mostly unintended) side effect that any changes to transforms would actually get applied every Update, instead of being postponed to FixedUpdate.

    I posted on the reasons why we thought appropriate to change this behaviour over here: https://blog.unity.com/engine-platform/expanding-the-robotics-toolbox-physics-changes-in-unity-20221. TLDR: performance.

    Now, if you'd like to match the old behaviour for a legacy project, I'd propose calling Physics.SyncTransforms manually -- that will write poses to the physics engine as it used to do.

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