Search Issue Tracker
By Design
Votes
0
Found in
5.5.0f3
Issue ID
867045
Regression
No
[Physics2D] Invalid angularAcceleration calculated from torque
Steps to reproduce:
1. Download project and open "testTorque" scene
2. Open testTorque.cs and comment out line 15
3. Press play button
4. Circle turns to slow
5. With line 15 not commented circle turn at correct speed
When inertia = 1 and torque = 1
angularAcceleratio=torque/inertia angularAcceleration=1(rad/s)
Calculating angle after 1 second.
angle=(angularAccelerationtime^2)/2 angle=0.5(rad)
Converting to degrees 0.5/PI180=28.6
After 1 second circles should have turned 28,6 degrees.
Reproduced with: 5.6.0b3, 5.5.0p4, 5.4.4f1, 5.3.7p3
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
Add comment