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=(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
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Add comment