Unity Issue Tracker - Rigidbody GameObject clips through a Collider when Fixed Timestep is set to 0.02 and velocity and isKinematic values are set in OnCollisionEnter()
Closed
UUM-76571
Rigidbody GameObject clips through a Collider when Fixed Timestep is set to 0.02 and velocity and isKinematic values are set in OnCollisionEnter()
Unity: 3D Physics
Won't Fix
6.5.X
6.4.X
6.3.X
6.2.X
6.1.X
6.0.X
2022.3.X
2021.3.X
Unity 6.1 is no longer supported, as such this issue will not be handled on this release stream.
2022LTS is no longer supported
2021LTS is no longer supported
Reproduction steps:
1. Open the attached “PhysicsTest.zip” project
2. Open the “SampleScene” scene
3. Enter the Play mode
4. Observe the Game view
Expected result: The Cube lands on top of the Collider without clipping
Actual result: The bottom red part of the Cube completely clips under the Collider
Reproducible on: Windows 11
Not reproducible on: no other environment tested
Notes:
Does not reproduce if Collision Detection is set to Continuous Speculative
The issue fixes itself if IsKinematic is toggled off while the Cube is clipped
Does not reproduce if Gravity is set to “-156.96” instead of “-9.81” in the Project Settings
Commenting out rb.isKinematic = true; from the StopOnCollision.cs script, makes the Cube clip under the Collider during the collision but return to the expected position creating a bouncing effect
Did not reproduce when Fixed Timestep value was set to 0.01 or 0.03 in the Project Settings
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