Search Issue Tracker
By Design
Votes
0
Found in
5.5.0f3
Issue ID
867045
Regression
No
[Physics2D] Invalid angularAcceleration calculated from torque
Steps to reproduce:
1. Download project and open "testTorque" scene
2. Open testTorque.cs and comment out line 15
3. Press play button
4. Circle turns to slow
5. With line 15 not commented circle turn at correct speed
When inertia = 1 and torque = 1
angularAcceleratio=torque/inertia angularAcceleration=1(rad/s)
Calculating angle after 1 second.
angle=(angularAcceleration*time^2)/2 angle=0.5(rad)
Converting to degrees 0.5/PI*180=28.6
After 1 second circles should have turned 28,6 degrees.
Reproduced with: 5.6.0b3, 5.5.0p4, 5.4.4f1, 5.3.7p3
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Editor crashes and a window with "GetManagerFromContext: pointer to object of manager 'MonoManager' is NULL (table index 5)" error is shown when launching a freshly created project
- Editor Windows dragging behavior is erratic/glitchy when a specific multi-display setup is used and the Editor window is not on the main display
- Meta Quest missing an icon in Build Profiles window in U6.0
- Foldout arrow indent is misaligned in the Inspector when used for Arrays or Lists
- Material import pipeline strips properties when it is added with a script
Add comment