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Won't Fix

Votes

0

Found in

2018.3.0b12

Issue ID

1105122

Regression

No

[Physics] Having the static flag on a game object and a rigid body yields inconsistent behaviour

Physics

-

Repro steps:
- download attached project
- Open the sample scene
- Press play. Notice that the sphere drops
- Open the _RealtimeGI scene
- Press play. Notice the sphere stays in place.
- Open the sample scene again, and drag the sphere prefab to it
- Press play and notice both spheres stay in place

Expected behaviour: although having the static flag on a rigid-body is not recommended, there should still be a consistent behaviour for all the objects with these option on.

  1. Resolution Note:

    This static flag is purely meant for graphics AFAIK. I don't think it makes sense to implement this flag with Rigidbodies since we wouldn't generally know how to implement that properly for all cases. From a physics standpoint, only a pure Collider without a body would be static, however you could probably get a similar (but not the same) behaviour out of marking the Rigidbody kinematic, but that would end up in a conflict having us trying to synchronise two flags (one being "static" for graphics and the other one being kinematicfor physics). While not impossible to address theoretically, we won't realistically get to it any time soon.

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