Hi All,
I’m still facing very odd things in Unity’s 2D physics. Today I discovered that rigidbody2D.AddTorque() adds much more torque in web player than in the unity editor or on iOS devices. Steps to reproduce:
- Create blank project
- Create gameobject with cube mesh and box collider 2D. Scale it up horizontally to make a kind of floor.
- Create another cube with box collider 2D and Rigidbody 2D.
- Create sphere with circle collider 2D and RigidBody 2D.
- Attach a new script to sphere gameobject.
- In that script put rigidbody2D.AddTorque(200f); in the Start() function.
- See how different is the behaviour of the sphere in unity editor and in web player.
Here’s the video from the editor:
http://madfatcat.com/00/editorAndIOS.mov
Here’s the video of the same project in the web player:
http://madfatcat.com/00/webPlayer.mov
Can someone advice me how to fix this weird bug? I have Unity Basic 4.5.1f3 for Mac. I’ll appreciate if someone will let me know if he can reproduce this on another mac/pc.