Rigidbody sinks kinetic rigidbody when it moves randomly
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- Dominant language
- C#
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Description
Release Type: Official Release
Version: 4.2.0.2043
Platform(s): Windows
Describe the bug
Some rigidbody(as BodyA) sinks another kinetic rigidbody(as BodyB) if following conditions
- BodyA is standard rigidbody(simple sphere)
- BodyB is kinetic rigidbody(wide box)
- BodyA is on BodyB
- BodyB moves to horizontaly random
To Reproduce
Steps to reproduce the behavior:
- create project as New Game
- add sphere collider to sphere
set friction as 0.5 - creating box model and kinetic box collider under the sphere
- set script to move box with cursor( my source
- run project and move box to random direction
here is my sample project: https://github.com/itn3000/StrideKinematicTest
Expected behavior
the sphere slides on box and does not sink to box
Screenshots
Log and callstacks
no logs.
Additional context
- I changed CCD params, but nothing affected.
- it was occurred even if moving box slowly(half speed)
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by running the linked StrideKinematicTest sample and inspect MyGame6/MoveCube.cs to reproduce the sphere and moving kinetic box setup. Compare slow and random horizontal movement, then verify that the sphere slides on the box without sinking; no repository source file or test is identified in the issue.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100