Search Issue Tracker
Fixed in 5.3.2
Setting rigidbody.inertiaTensor to itself changes rigidbody behaviour
1. Open the project
2. Open the scene "Demo C#"
2. Drive the car around a bit
3. Notice that it behaves as expected (doesn't tilt without a reason, etc.)
4. Go to the script "VehicleParent.cs"
5. Comment out line 368 "rb.inertiaTensor = rb.inertiaTensor;"
6. Drive the car around for a bit.
7. Notice that it tilts and sometimes turns over for little to no reason.
Expected behaviour: the line rb.inertiaTensor = rb.inertiaTensor; has no effect.
Regression started in 5.3
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- Applied velocity is inconsistent when using Rigidbody AddForce() with ForceMode.VelocityChange
- Crash on AudioUtil_CUSTOM_HasAudioCallback when exiting Play Mode while the Inspector is displaying a GameObject with an empty script attached
- Scroll offset is framerate-dependent when scrolling with velocity in the Device Simulator
- "Object.FindObjectsOfType<T>() is obsolete" warning is thrown when using "Transitions Plus" asset
- [Mono] Crash on SystemNative_ReadDirR() when building for IOS/Android on a macOS machine