Search Issue Tracker
Won't Fix
Votes
5
Found in
5.5.0f3
Issue ID
870855
Regression
No
Runtime changes to Friction or Bounciness in "Physics material 2d" have no effect on objects which use that PhysicsMaterial2d
To reproduce:
1. Open attached project "Friction.zip".
2. Open and Play "Scene" scene.
3. Observe the scene. "Player" object is sliding at the same speed as if it's Friction is still 0.
4. Stop the scene. Open "ChangeFriction.cs" and uncomment part of the code.
5. Play scene again. Now it works as expected.
Expected result: When you change Friction or Bounciness in "Physics material 2d" at runtime, it has an effect on GameObjects which use this material.
Actual result: If Friction or Bounciness in "Physics material 2d" is changed by the script at runtime, it will have no effect.
Reproducible with: 5.3.7p1, 5.4.3p1, 5.5.0f3, 5.6.0b4
Workaround:
Disable and enable collider2d after you change values in "Physics material 2d".
Notes:
Does not affect new objects which are created after values got changed in "Physics material 2d".
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
Box2D does not support this and implementing it has a low priority. Very old case, not likely to implement it.