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
- Inconsistent behaviour when interacting with different dropdown types with pointer events on parent Visual Element
- Hidden GameObjects won't re-enable when they have call "DontDestroyOnLoad" function
- Overlay Canvas are rendered on each split-screen camera when HDR is enabled
- [Android] The Player loses focus when using UnityEngine.Handheld.StartActivityIndicator() with Facebook SDK
- Build fails with "Building Library/Bee/artifacts/MacStandalonePlayerBuildProgram/gahcy/hj9mx3z/951.0 failed with output:..." errors when Scripting Backend is set to IL2CPP
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.