Search Issue Tracker
By Design
Votes
0
Found in
2018.1.0b5
2018.1.9f2
2018.2.0a1
2018.4.0f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1167755
Regression
Yes
Collider's position is not updated in runtime when Time.timeScale is set to 0
How to reproduce:
1. Open the attached project ("timeScale test.zip")
2. Open the repro scene ("SampleScene")
3. Enter Play Mode
4. Click and drag the cube around the scene a few times
Expected results: Collider's position is updated (the cube can be dragged repeatably)
Actual results: Collider's position is not updated
Reproducible with: 2018.1.0b5, 2018.1.9f2, 2018.2.21f1, 2018.4.4f1, 2019.1.10f1, 2019.2.0b9, 2019.3.0a9
Not reproducible with: 2017.4.30f1, 2018.1.0b4
Note:
Manually simulating the physics with "Phsyics.Simulate" fixes the issue (https://docs.unity3d.com/ScriptReference/Physics.Simulate.html)
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
- Blank, Light-Themed "Create Node" window becomes visible on the next project open
- UI Elements/Layout inconsistencies in the Particle System component
- The Game view and Scene view fail to render when launching the Editor with a maximized Render Graph Viewer window
- "List is empty" is poorly visible in the "Create Node" window
- [Android] GameObject with a custom shader becomes invisible when deployed with the Vulkan Graphics API
Resolution Note:
https://docs.unity3d.com/ScriptReference/Time-timeScale.html
"FixedUpdate functions will not be called when timeScale is set to zero." => physics won't be simulated either.