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Fixed in 2022.1.X
Fixed in 2021.1.X, 2021.2.X
Votes
0
Found in
2018.4
2019.4
2019.4.17f1
2020.3
2021.1
2021.2
Issue ID
1344115
Regression
No
When a Rigidbody2D is inactive GetPoint/GetVector/GetRelativePoint/GetRelativeVector fallbacks to returning (0, 0)
Reproduction steps:
1. Open the "Bug_Static_Rigidbody_GetRelativePoint.zip" project attached by the user
2. Open the "SampleScene" Scene
3. Enter Play Mode
Expected result: Console logs reflect that GetPoint/GetVector/GetRelativePoint/GetRelativeVector fallbacks to using the GameObject's Transform XY Position and Z Rotation for calculating the returned Vector2
Actual result: Console logs reflect that GetPoint/GetVector/GetRelativePoint/GetRelativeVector fallbacks to returning (0, 0)
Reproducible with: 2018.4.36f1, 2019.4.28f1, 2020.3.13f1, 2021.1.13f1, 2021.2.0b1
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Resolution Note (fix version 2022.1):
Added fallback behaviour to Rigidbody2D when inactive for converting local/world space point/vector via the Transform as the Rigidbody2D body is not around when inactive. There may be minor discrepancies because the Transform does not support multiple rotations and it a slightly different code-path but should give fairly consistent results across the two.