Search Issue Tracker

By Design

Votes

0

Found in

5.5.0f3

Issue ID

867045

Regression

No

[Physics2D] Invalid angularAcceleration calculated from torque

Physics2D

-

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=(angularAcceleration*time^2)/2 angle=0.5(rad)
Converting to degrees 0.5/PI*180=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

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.