So, I’m not exactly sure when this issue started, but I think it was when I upgraded the unity editor. I’m currently using 6000.0.23f1.
The rigidbodies in question are all moved by addRelativeForce and have been working correctly until recently.
What is happening is that sometimes an enemy or enemy missile teleports a short distance (a few to hundreds of meters) from where they are supposed to be. I can identify no reason for them to do so. After they teleport, they behave normally and seem to retain their previous momentum, direction, etc. Most of the ships around the one or two that glitch act perfectly normal.
Some of the enemy ships (spaceships) will sometimes move and maneuver many times faster than usual. Not all of the ships do it and it doesn’t happen often. It’s like the forces are multiplied by 100’s.
Recently I have been working on colliders to determine when the player was in detection range as opposed to checking the distance. I’m not really sure how this would affect the physics behavior in the way I’m seeing as they don’t seem to be colliding as much as just disappearing and reappearing. Also the colliders are on layers that are set to collide with a trigger layer.
My question is basically where and how do I start looking for the issue? I can’t isolate any events that would trigger the problem. I can’t recreate it at all, it just happens. It does seem like a bug, but I’m at a loss as to how I verify this.