Search Issue Tracker
Fixed in 2017.1.X
Votes
3
Found in
5.3.4f1
Issue ID
784529
Regression
No
RigidBody.collisionDetectionMode cannot be set during runtime if it is initially set to one of the continuous options
Reproduction steps:
1. Open the attached project
2. Open the "DoesNotWorkExample" scene within the Editor.
3. Press the "Play" button.
4. Show the debug console (Window->Console ctrl+shift+c)
5. Press the "Toggle collisionDetectionMode" button multiple times.
Notes:
* This does not work with Collision Detection mode Continuous or Continuous Dynamic
* This works when discrete mode is set in the editor
Expected Result: RigidBodies collisionDetectionMode property can be changed through the script from any mode in the runtime
Actual Result: Cannot change collisionDetectionMode property through the script if Continuous or Continuous Dynamic mode is set
Workaround: set the collisionDetectionMode property to "Discrete" in the editor before playing
Reproduced on: 5.4.0b13, 5.3.4f1, 5.2.3p3, 5.1.4f1
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- UnsafeUtility.Malloc uses 4MB when creating an empty NativeQueue
- Custom Function Node's Label and Name Field is not limited to the Graph Inspector's bounds
- A 404 page is opened when selecting "Open Documentation" on the Emission Node in Shader Graph
- "Kernel 'KMain' not found" errors appear when using the "Screen Space Reflections" Post-Processing effect in a specific WebGL project
- Game View turns black, Scene View turns grey, Console error NullReferenceException when Wireframe is turned on because the DecalGBufferRenderPass references a non existent GBuffer
dlorddd
Aug 05, 2016 14:05
When I try set the property with a script from Continuous Dynamic to Discrete the Object attached to the Rigidbody simply disappears.