Search Issue Tracker
Fixed in 2022.1.X
Votes
0
Found in
2019.4
2020.3
2021.1
2021.2
2021.2.0b12
2022.1
Issue ID
1369087
Regression
No
In very rare circumstances, NOT using Multithreaded 2D Physics Consistency Sorting results in duplicate contact processing.
Reproduction steps:
1. Open attached project "1369087.zip"
2. Load the "Main Menu" scene.
3. Observe the GameObject "Collectable Area > Diamon Area > Log".
3. Enter Play mode and observe "Log" doesn't sink far
4. Select Edit > Project Settings > Physics 2D > Job Options
5. Disable "Use Multithreading"
6. Enter Play mode and observe the difference of the "Log" obejct.
Expected results: The "Log" object should sink in a similar manner whether "Use Multithreading" is on or off.
Actual results: The "Log" object reacts significantly different depending on whether "Use Multithreading" is on or off.
Reproduced in: 2019.4.31f1, 2020.3.19f1, 2021.1.23f1, 2021.2.0b14, 2022.1.0a11
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Add comment