Objects not reactivated when setting constraints in Havok

(from Car wheel behaviour using AngularVelocityMotor - Unity Engine - Unity Discussions)

Havok version: 1.3.8

Steps to reproduce:

  • Set up a scene with a physics body connected to another physics body using a PhysicsJoint, AngularVelocityMotor is easy to observe
  • Set up a system that allows you to update its constraints at runtime
  • Allow the object to be deactivated (~250ms wait)
  • Update the constraints on the PhysicsJoint’s AngularVelocityMotor constraint, eg. increasing its Target velocity
  • Object is not re-activated, remains static until reactivated through other means at which point the motor starts turning

I’ve noted a similar discussion to this here from last month, seems to be a very similar issue if not the same

1 Like

Thanks for adding the reproduction steps. I’ve gone ahead and filed a bug report for our CQA team to investigate the issue further.

2 Likes

Actually, it would be great if you could submit this issue as a bug from within the Unity Editor by navigating to “Help → Report a Bug…”, and include a small reproduction project. We ran into some issues with the setup and thus were not able to reproduce the issue internally.

If you could provide me with the ticket ID after submitting it, that would be great.

1 Like

Here you go chief: IN-93427
I’ve reproduced the issue reliably (though in a pretty messy way most likely) with a similar setup to what happens in the main project I’m working on.
I realise that it may take some time for any fix to be deployed depending on what kind of surgery it needs and how loaded up the team is presently, but do you see it realistic to expect a fix before the end of Feb?

1 Like