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Resolved Core Physics2D Changed

Discussion in '2021.2 Beta' started by MousePods, Jul 15, 2021.

  1. MousePods

    MousePods

    Joined:
    Jul 19, 2012
    Posts:
    811
    EDIT: I am currently testing this on the 2021.x cycle because actually happened in that cycle. I will probably be deleting this thread and moving it to the 2D forums once I figure out what version it broke on.

    EDIT2: This is possibly the issue as 20201.1.13 is the version the hingejoint2D was worked on.

    https://issuetracker.unity3d.com/is...2.1757012036.1626135953-2096704196.1625234267


    Hi,

    I hope this is not a major issue and I am missing something super simple, but it seems that the core of the Physics2D system has somehow changed with the beta.

    I have a character that, when they hit a rope, I add force to each of the rope's link's rigidbody2D.

    Code (CSharp):
    1. // add force to each rb starting from bottom and fall off as you move up
    2. // use the player's x velcoity to determine force
    3. foreach(Rigidbody2D rb in rigidbody2Ds)      
    4. {
    5.   rb.AddForce(Vector2.right * force, ForceMode2D.Impulse);
    6.   force -= forceFalloff;
    7.  }
    Here is images of the setup.

    Screen Shot 2021-07-14 at 9.33.45 PM.png

    Screen Shot 2021-07-14 at 9.33.52 PM.png

    In 2021.1.4f1, the rope had enough force to move to here:



    I updated the same project to 2021.2.0b3. Did not make a single change. Now the rope only moves to here:



    Is there anything that changed in Joint2D or Rigidbody2D or FixedUpdate or anything of this nature to cause something this drastic to happen?

    Or am I missing something obvious?

    Thanks!
     
    Last edited: Jul 15, 2021