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Fixed in Unity 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

Physics2D

-

-

Priority: 2Necessary for shipping a final release

-

Severity: 3Secondary functionality broken

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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