Search Issue Tracker
By Design
Votes
0
Found in
5.5.0f3
Issue ID
861461
Regression
Yes
RigidBody2D kinematic state does not remove force from object
Reproduction Steps:
1. Open "Rigidbody2D.isKinematic Bug.zip" project
2. Open "Scene" scene
3. Play scene
4. Press "A" key to move "Rigidbody"
5. Press "D" key to change "Rigidbody.isKinematic" to "true"
6. Notice it stops
7. Press "LeftArrow" key to move "Rigidbody2d"
8. Press "RightArrow" key to change "Rigidbody2D.isKinematic" to "true"
9. Notice it does not stop
Expected behaviour: When Rigidbody2D is kinematic it removes all forces just as Rigidbody does.
Actual result: Rigidbody2D does not remove forces, it does not allow to add any more.
Reproduce on versions: Unity 5.5.0p3, 5.6.0b3
Did not reproduce on 5.4.4f1
Regression introduced in 5.5
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment