Rigidbody2D + Interpolation = Restricted GameObject Rotation

I have a GameObject with a Rigidbody2D and Collider2D and other things (script objects, 2DToolKit Sprite, etc.)

If I turn interpolation ON for the Rigidbody2D, the X/Y rotation absolutely will not rotate while running. It always resets to 0. Whether I try to change the values in the editor while in the game is running, or via script… it absolutely will not change.

Interpolation turned OFF, and it works fine.

I’ve been told by a few people that a Rigidbody2D isn’t designed to rotate on the X/Y axis. I understand this. When I rotate a GameObject with interpolation OFF, I can see the collider2D is not rotating on the X/Y axis. It just sits there. I would expect the Rigidbody2D to behave the same.

So… I basically need to know:

  1. Am I doing something ‘wrong’ in rotating the GameObject of the Rigidbody2D?
  2. Why is Interpolation restricted while ON, but not restrict while OFF?
  3. Should I go back to 3D physics for fear of future Unity updates breaking this non-restriction while interpolation is off?
  4. Just occurred to me I could have a parent object with Rigidbody2D, and the rotating Sprite to be a child object, and rotate the child. I will investigate this further.

Anyhow… annoying. Any insight into this would be very much appreciated.

I’m in the same situation, any solution?

Thank you very much in advance.

Well it seems like a bug but i have a workaround…just create a subobject inside your object that has the rigid body and assign to it the mesh renderer and mesh filter with the rotated mesh

This bug still exists and is still causing problems.

Did you submit a bug report?