Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.3.0b12
Issue ID
1105122
Regression
No
[Physics] Having the static flag on a game object and a rigid body yields inconsistent behaviour
Repro steps:
- download attached project
- Open the sample scene
- Press play. Notice that the sphere drops
- Open the _RealtimeGI scene
- Press play. Notice the sphere stays in place.
- Open the sample scene again, and drag the sphere prefab to it
- Press play and notice both spheres stay in place
Expected behaviour: although having the static flag on a rigid-body is not recommended, there should still be a consistent behaviour for all the objects with these option on.
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
- [Android] [Vulkan] [UI Toolkit] Application crashes when the device is rotated when it has UI Toolkit TextField on Vulkan devices
- Crash on DualThreadAllocator<DynamicHeapAllocator>::TryDeallocate when opening a specific project
- Crash on memset_repstos when pressing a UI button while in Play Mode
- Terrain Tree cast Realtime and Baked shadows simultaneously when "Mixed" Light mode and "Subtractive" Baked Illumination is used in Edit mode
- OnPostprocessAllAssets() is not called for a modified Prefab when another Asset is set Dirty in the same callback
Resolution Note:
This static flag is purely meant for graphics AFAIK. I don't think it makes sense to implement this flag with Rigidbodies since we wouldn't generally know how to implement that properly for all cases. From a physics standpoint, only a pure Collider without a body would be static, however you could probably get a similar (but not the same) behaviour out of marking the Rigidbody kinematic, but that would end up in a conflict having us trying to synchronise two flags (one being "static" for graphics and the other one being kinematicfor physics). While not impossible to address theoretically, we won't realistically get to it any time soon.