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Fixed in 5.0.2
Votes
0
Found in
5.0.1p1
Issue ID
691289
Regression
Yes
Rigidbody2D inertia is not calculated correctly after the Centre of Mass is modified
How to reproduce:
1. Open attached project
2. Open scene BikeCOMass.unity
- Scene contains a few bike shapes made out of colliders, all of which have different settings for their centres of mass
3. Play the scene
- Notice how many of the colliders intersect and misbehave in weird ways
Temporary workaround:
float defaultInertia = body.inertia; //save the original inertia
body.centerOfMass = transform.localPosition; //modify the centre of mass
body.inertia = defaultInertia; //reset the inertia to the original value
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