Search Issue Tracker
Won't Fix
Votes
0
Found in
5.3.1p3
Issue ID
766761
Regression
No
[Joints] Fixed and Hinge joints move on axes they are not supposed to
How to reproduce:
1. Open attached project
2. Open scene 1.unity
3. Play the scene
- Note how the Fixed and Hinge joints fall, while the Configurable joint stays put
- Reproduced in Version 5.4.0b7 (83df6fa5e23f), Version 5.3.2p4 (f3eb2e65f8a2), Version 5.2.4f1 (98095704e6fe)
- Workaround: use Configurable joint instead of Fixed or Hinge joints
- Won't Fix: Here the problem is that the connected bodies have mass ratios way above what PhysX's default solver can deal with. One can only count on ratios less than 10, with less reliability on below 100, but 1:5000 is just way above that as the test shows. ConfigurableJoint is only able to overcome the problem because of the projection flag exposed. This isn't a physical process and has downside of it's kind.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on when D3D12RenderPass::SetupDeviceResources when opening FBX animation preview
- Serialization errors are thrown when "com.unity.render-pipelines.core" is added as a custom package and Graphics window is opened
- Character Joints unexpectedly rotate when a ragdoll is created using the Ragdoll Wizard
- Crash on GfxDeviceD3D11Base::DrawBuffersBatchMode when rendering the Scene view
- The shared EditorBuildSettings.asset file of symlinked projects is not updated when changing the order of the Scenes in Build Settings in one of the projects
granthoff1107
Feb 04, 2017 03:40
How about adding this to the documentation? Or why aren't you adding an option to lock these positions in place, which will just set the connected body local position equal to fixed joint local position plus its original offset.