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Thank you for reporting a bug to Unity. After reviewing the behavior, we've confirmed it aligns with the current design and intended use of the feature. We understand this may differ from your expectations or workflow. We will close this case as 'As Designed.' If you have feedback on how the feature could better meet your needs, please let us know - we value your input and consider it in future improvements. additional info: Based on the provided reproduction case, one thing that needs to be understood for rigidbody x rigidbody pairs is that either pair.colliderEntityId or pair.otherColliderEntityId can be the collider you are using to filter with. if(pair.colliderEntityId == m_TrackedColId || pair.otherColliderEntityId == m_TrackedColId) { //either of the ids is the tracked id, execute whatever modification is required. } Cheers, AlexRvn.
Unity 6000.2 has reached its end of life and will not receive further updates. If you need additional fixes, please upgrade to a newer Unity version.
Unity 6.1 is no longer supported, as such this issue will not be handled on this release stream.
Reproduction steps:
1. Open the attached “IN-113784_ContactModification.zip“ project
2. Open the “Assets/Scenes/SampleScene.unity“ Scene
3. Enter the Play Mode
4. Observe the Scene View
Expected result: All spheres pass through respective surfaces
Actual result: The “Rigidbody + non-kinematic rigidbody” sphere fails to pass through the pan
Reproducible with: 6000.0.56f1, 6000.1.16f1, 6000.2.2f1, 6000.3.0a6
Reproducible on: M1 Max MacOS 15.5 (Tested by CQA)
Not reproducible on: No other environment tested
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