[SOLVED] Hinge Joints broken in addressables

I am using unity version 2020.3.21f1 and when I build my addressables the hinge joints do no work as a hinge joint anymore. I use hinge joint for activating a lever in VR using XR Interactable Toolkit, but when I load the scene with addressables the lever stop working and get stuck in the hand.

I saw this already happened with the old Asset Bundles system in Unity 4.6!!!

Any solution to this? Any help is appreciated, it is pretty urgent since we found this issue a couple of days before the deadline… We implemented a workaround with animations but it is not ideal and must be fixed in a next version.

Thank you!

Nobody? This is a real issue that happens in everycase, I can reproduce it in every addressables content that uses a hinge joint. Looks like it happened always and was never noticed by unity.

Not that this is my area but was there a bug report submitted? Did you submit a bug report?

It’s okay stating it “must be fixed in the next version” but before anything can be fixed, it must be reported. Maybe it’s never been reported or maybe it has and hasn’t been addressed but reporting a bug means it’ll be related to any duplicate bug report which you’ll then be notified about.

Hey thanks for your answer, yes I made a bug report too.

Thanks.

If you post the case number then I can at least enquire for you.

Here you go: 1376561

Thanks again!

It’s still in the queue for QA to look at (landed yesterday).

You mention in your bug-case that you cannot submit the project due to confidentiality however I would suggest that if this is easy to reproduce then you submit a simple example project that reproduces it. At least in this way QA can more easily reproduce and are less likely to bounce it back with a not reproducible report.

If it’s super trivial to reproduce then I would suggest adding more detail on steps to reproduce.

This continues to be an issue but we’ve discovered the same issue with other components, in this case, AimConstraint
https://unity3d.atlassian.net/servicedesk/customer/portal/2/IN-4817

The thing is that the app do not throws any error at all and it only fails on Oculus Quest (maybe on any Android device)

AimConstraint is animation and has nothing to do with physics.

The case was closed because of no reply to the following sent out “Mon, 15 Nov 2021 08:51:42”:

Again though, this has nothing to do with my area within Unity, I’m just simply looking at the case details for you.

SOLUTION: Alright never mind the solution is actually very easy, I had the Strip Unused Code enabled in build settings for Android… Once disabled it works just fine :eyes::roll_eyes:

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