Search Issue Tracker
Fixed in 2018.1.X
Fixed in 2017.2.X
Moving a Collider via script does not update its position if it was disabled on start and enabled after
1. Open the attached project "test mesh move.zip";
2. Open the test.unity scene;
3. Select "a rock" game object and make sure that Mesh Collider is disabled;
4. Enter a play mode;
5. Enable the Mesh Collider and select "Drop Object on it";
6. Then select "Move it" to move the object and drop another object.
Expected: both times physics should work the same - falling object should hit the static object and then fall.
Actual: after moving object, its position is not updated and the object falls like there is no obstacle.
Reproduced on: 2017.2.0b9, 2017.3.0a6.
Not reproduced on: 2017.1.0p5, 5.6.3p2.
Regression firstly introduced: 2017.2.
Note: physics work if the Collider is enabled on start.
Issue is fixed on: 2017.3.0b6.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- [Device Simulator] When simulator window is narrow, toolbar controls deform and some become inacessible
- .NETStandard 2.1 in the editor is missing System.Memory, System.Buffers at runtime
- [Profiler] IndexOutOfRangeException thrown when using Profiler or selecting Profiler frames in Profile Analyzer
- [Profiler] Standalone Profiler keeps recording Playmode while on pause
- ParticleSystemForceField doesn't have "enabled" property