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Thank you for reporting a bug to Unity. We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available. Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue. Additional info: The velocity applied is computed as: (targetPose.position - currentPose.position) * invFixedDt is the final position after animation delta was applied. Snapping to this position will yield correct results while simply calculating velocity has the ability to overshoot based on on multiple factors including number of additional fixed updates that occur ( keep in mind that Animate Physics puts the Animator in the fixed update part of the loop). One way to mitigate the overshooting is to create a PID controller to handle it or modify the linear drag of the Rigidbody component in order to compensate for the velocity changes. We'll look at improving this in the near future for 6.3+ versions. Cheers, AlexRvn.
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/DevDunkStudio/AnimatorLOD/Demo/Scenes/Demo Extra.unity” Scene
3. Enter the Play Mode
4. Observe the red and blue characters
Expected result: Both characters move the same
Actual result: Blue characters which has rigidbody move faster
Reproducible with: 6000.0.58f1, 6000.2.4f1, 6000.3.0b1
Reproducible on:
Play Mode
Windows Standalone Player
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
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