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Fixed in 5.3.4



Found in


Issue ID




[Physics][Rigidbody]OnTriggerExit/Enter triggered excessively when switching Is Kinematic on/off



Reproduction steps:
1) Open project(TestTestTest), proceed to test scene and go into play mode.
2) In hierarchy select the cube and under its rigidbody component turn "Is Kinematic" on and off.
Actual result: "DetectionZone" object fires OnTriggerExit/Enter methods.(See attached gif.)
Expected result: OnTriggerExit should not get called, OnTriggerEnter shoul only be called when switching "Is Kinematic" off.

Note: in 5.2 only OnTriggerEnter gets triggered every time when you change the state of "Is Kinematic"

Reproduced with: 5.3.0b1, 5.3.0f4, 5.4.0a6.
Did not reproduce with: 5.2.3f1, 5.2.2p4 (OnTriggerExit did not reproduce / OnTriggerEnter did).

Comments (3)

  1. Teku-Studios

    Jan 15, 2016 09:15

    Man, not even commenting on an issue ticket do the Playtonic guys lose their humour xD

  2. PlaytonicGav

    Jan 07, 2016 10:56

    The fate of the dialogue/challenge system in Yooka-Laylee is at stake with this one - talking to an NPC causes the game to think you've left the challenge. No challenge win = no pagie = no stopping the bad guy = Yooka and Laylee getting bored, giving up on their quest and having to go on benefits for the rest of their lives! Won't SOMEBODY think of the video game characters benefits system!? It's a fragile economy at the best of times!

  3. IronDuke

    Dec 14, 2015 23:35

    I hope this one gets attention fast - I upgraded my pinball project to 5.3 and BAM! Things get messy in some grab-hold-toss type tunnels.
    In my case, setting IsKinematic on/off seems to fire OnTriggerExit, which is causing some of my stuff to loop. That's wrong, since my usage of OnTriggerExit was to prevent looping. o_O
    I can continue working on other aspects of my project in the meantime, but of course it can't be released till this is fixed.


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