Search Issue Tracker
Duplicate
Votes
0
Found in
2018.1.0f2
Issue ID
1101207
Regression
No
Rigidbody "Freeze rotation" does not work correctly when rotations of the objects are different
To reproduce:
1. Open attached project
2. Open the "SampleScene" scene
3. Noticed that right cube is not spinning.
Actual result: The cube on the right is completely static.
Expected result: The cube on the right should rotate the same as left one.
Reproduced with:2017.4.18f1; 2018.2.20f1; 2018.3.1f1; 2019.1.0a13
Note:
The cube on the left is rotating correctly. It has all rotation axis frozen except for Y. Then, its angular velocity around the Y-axis is set to a non-zero value. The local and world space Y axis coincide.
The cube on the right should be doing the same, but instead, it is completely static. It has all rotation axis frozen except for Z. It has been rotated 90 degrees around X so that its local space Z-axis coincides with the world's Y axis. Then, its angular velocity around the Y-axis is set to a non-zero value.
Note: When cubes positions are set to x 1 Rigidbody freeze rotation works as it should. When possition of CubeCorrent is set to x -1 the right cube does not spin correctly.
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
This is a duplicate of issue #1083573