Search Issue Tracker
By Design
Votes
0
Found in
2019.4
2019.4.19f1
2020.2
2021.1
2021.2
Issue ID
1311563
Regression
No
Collisons not ignored when Physics2D.SetLayerCollisionMask is set
How to reproduce:
1. Open the user's attached project
2. Enter Play mode
3. Try to walk through a door
Expected results: You're able to walk through the door and wall when the door's trigger is entered because then Physics2D.SetLayerCollisionMask is set to ignore collisions between Player and Environment layers
Actual results: You're not able to walk through the door because when Physics2D.SetLayerCollisionMask is used, the collisions are not ignored
Reproducible with: 2019.4.20f1, 2020.2.5f1, 2021.1.0b7, 2021.2.0a6
Could not test with: 2018.4.32f1 (Errors downgrading)
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:
Changing the layer collision matrix via code only changes new contacts and doesn't go over all existing contacts and re-evaluate them because they would become very expensive on larger projects.
To force re-evaluation of contacts you can use Rigidbody2D.simulated by toggling it off/on in script.