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Votes

3

Found in

2018.3.0a5

2019.1.12f1

2019.2.0a1

2019.3.0a1

2020.1.0a1

Issue ID

1181054

Regression

No

Rigidbody with "Continuous Speculative" produces different results when changing IsKinematic and the moving object is fast

Physics

-

How to reproduce:
1. Open attached project "Kinematic_Speculative.zip" and scene "SampleScene"
2. Enter Play mode and observe how many Cubes does the Bullet hit
3. Exit Play mode
4. In Hiearachy window, select "Bullet" object
5. In Inspector window, "Rigidbody" component -> change "Is Kinematic" to false
6. Repeat step 2

Expected result: only the middle cube is hit
Actual result: with "Is Kinematic" set to true there are more than 1 hit cube

Reproducible with: 2018.3.0a5, 2018.4.8f1, 2019.2.4f1, 2019.3.0b2, 2020.1.0a3
Not reproducible with: 2017.4.32f1, 2018.3.0a4

  1. Resolution Note:

    False positives is the normal behaviour of the speculative collision detection in PhysX because all it does is inflates the contact offsets when the collisions start being detected proportionally to the linear and angular velocities. You see the difference dynamic vs kinematic here because dynamic is being teleported via transform essentially while the kinematic is driven by a kinematic goal that leads to the computation of high velocities => higher inflation that results in more false positives in the end. See PhysX code here: https://github.com/NVIDIAGameWorks/PhysX/blob/ae80dede0546d652040ae6260a810e53e20a06fa/physx/source/simulationcontroller/src/ScBodySim.cpp#L216

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