Search Issue Tracker
By Design
Votes
0
Found in
5.3.2f1
Issue ID
775001
Regression
No
Altering Mass on a Rigidbody with multiple child colliders causes position change
Steps to reproduce:
1. Open attached project "775001.zip"
2. Open scene "repro"
3. Select "MeshBox (1)" in hierarchy and notice that it has multiple colliders
4. Run scene and notice that position of MeshBox changes. This happens when there are multiple colliders and object has its mass changed multiple times in the same frame
5. Stop scene
6. If needed, in hierarchy reselect MeshBox and change value "N" of its Change Mass component to 1
7. Run scene again and in Inspector notice that position changes a little (X is usually changed by 0.002)
Additional steps:
8. In hierarchy, expand MeshBox and delete all but one of its child objects
9. Run scene and notice that its position doesn't change at all
Reproduced with: 5.1.4f1, 5.2.4f1, 5.3.3p1, 5.4.0b8
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
- Disabled assets in Import Unity Package window aren't tracked but count as being selected by user
- [Windows] Crash on GetManagerFromContext when video is playing and creating High Definition 3D Projects after FMOD failed to switch back to normal output Error appeared
- GC Alloc produced when adding items to MultiColumnListView with Auto Assign Binding
- Mouse and Pointer Events are called incorrectly in ScrollView with XRUIInputModule
- Memory leak occurs when repeatedly minimizing and maximizing the UI Builder window
Resolution Note (5.5.0f3):
Internally, the physics engine works in coordinate systems relative to the centre of mass of bodies and changing mass will trigger some matrix re-computations that may potentially cause numerical drift that's clearly shown in this case.