Search Issue Tracker
By Design
Votes
0
Found in [Package]
0.17.0-preview.41
Issue ID
1304051
Regression
No
[Linux] Entity positions are getting switched with each other after convertion from GameObjects
How to reproduce:
1. Open the user attached project (trash.zip)
2. Open the "Hybrid Component" scene
3. Enter Play mode
4. Observe the movement of the cubes and circles
Expected result: The cubes and circles are normally affected by 2D physics
Actual result: The cubes and circles are rapidly switching places and overlapping with each other
Reproducible with: 2019.4.20f1 (Entities 0.6.0-preview.24, 0.11.2-preview.1), 2020.2.6f1, 2021.1.0b9, 2021.2.0a7 (Entities 0.17.0-preview.41)
Couldn't test with: 2018.4.32f1, 2019.4.20f1 (Entities 0.5.1-preview.11) (Couldn't test due to compiler errors or broken scripts after downgrading package)
Note: Reproducible on Ubuntu 18.04 and Windows 10
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
- Skinned Mesh Renderer with multiple Animator Components does not render when "Optimize Game Objects" is enabled
- [iOS]Certain characters are not displayed when using iOS devices with 18 OS and newer
- Trees do not render in 'Unity Terrain - URP Demo Scene'
- Silent crash when clicking in Scene View in a specific project
- The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
Resolution Note:
Hybrid Components are for Entity driven proxy objects. Adding a dynamic component that will attempt to move it's own GameObject will fight with the Entity's position. This is why they snap around. Physics moves the GameObject based on simulation, then Entities moves the GameObject to the position of the Entity, thus flickering between positions.
For this reason, future versions of Hybrid Components have deprecated the ability to arbitrarily make any component a Hybrid Component.