Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2020.3
2020.3.11f1
2021.1
2021.2
2022.1
Issue ID
1350726
Regression
No
Buoyancy effector 2D only behaves normally when using Box Collider 2D
How to reproduce:
1. Open the attached project's Scene labeled "SampleScene"
2. Enter the Play Mode
3. Inspect how different colliders on Buoyancy Effector 2D react to collision
Expected result: Either different colliders than Box Collider 2D are supported or limitations are documented
Actual result: Only Box Collider 2D behaves normally and there is no documentation regarding limitations
Reproducible with: 2019.4.29f1, 2020.3.15f1, 2021.1.16f1, 2021.2.0b5, 2022.1.0a3
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
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Resolution Note:
EdgeCollider2D doesn't define areas, it defines edges only. It is the only open shape in 2D Physics. Thus when RigidBody2D is surrounded by Edge colliders, there's no contact and it's not affected by the effector. All other shapes are closed and BuoyancyEffector2D affects RigidBody2D when inside them.