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isKinematic wont stop applied forces

Discussion in '5.5 Beta' started by Sitalk, Sep 4, 2016.

  1. Sitalk

    Sitalk

    Joined:
    Nov 12, 2013
    Posts:
    30
    Just tried the beta and the first thing I noticed was that setting a moving RigidBody2D to 'RigidBody2D.isKinematic = true' wont stop it like it usually does in the previous versions of Unity.

    Is this the intended behavior? Until now I used isKinematic to turn off physics and stop the object, now I have to turn on RigidBody2D.isKinematic and turn off RigidBody2D.simulated to obtain this.

    Was not removing the applied forces the intended behavior of isKinematic from the start and now is fixed in the beta, or is this a bug?
     
  2. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Hi Sitalk,
    This is the intended behaviour. A 2D Kinematic body does still move via its velocity but the velocity is not affected by forces or gravity. If you change the body type to kinematic on runtime, the rigid body will maintain its current velocity.