In unity 6 we have faced too many problem with physics such as broken ragdolls, character joints configurable joint etc also one very big problem that trigger detection always returning true no matter what !
Heya! Could you please elaborate on this issue a bit?
During 2023.2 life cycle trigger reporting was slightly tweaked to properly pair enter/exit/stay events in the same way as collision events do.
Ok the problem happenes randomly "I don’t know how or why for now ! " and when it happen the ontriggerstay always returns true detection between objects that donsen’t even get closer to each other and won’t return false until all the rb’s in the scene are disabled and I mean all of them !, the only fix I found now is to restart the editor and once in a while I need to do a complete reimport ! It starts with U6 before I was using 2022.3LTS and it was fine.
I see, could you give a rough description of the scene where this happens intermittently. What is the setup in your scene?
I’ll do some tests on my end to try and track this down.
Cheers,
Alex
In my case, OnTriggerStay is continuously called even colliders are far away. It is randomly appeared, and disabling and re-enabling collider solves this issue temporarily.
Unity 6 seems extremely buggy on Physics system. (Tested on Unity 6000.0.3f1)
Another problem is when you disable a trigger when you are in the stay state it won’t change !
Absolutely !
@MohamedTun @alexrvn
Any news for this issue? It is still broken on Unity 6000.0.5f1.
I successfully created reproducible project and reported it.
https://discussions.unity.com/t/950439
Still happen on Unity 6000.0.10f1.
Very random and hard to trigger, I need to restart the editor when the issue happen
I can confirm that too ! Unbelievable !!!
I’m getting incorrect OnTriggerStay messages in Unity 6000.0.12f1 by doing the following steps:
- Create a box collider (trigger) and a non-kinematic rigidbody with a box collider
- Add a script to the trigger that logs to the console from OnTriggerStay if the rigidbody enters the trigger (be sure to check which object is entering the trigger)
- Enter play mode and move the rigidbody inside the trigger
- Exit play mode
- Enter play mode and observe that the message from OnTriggerStay is logged in the console
I have submitted a bug report with a repro project IN-84106
Upgraded the project to Unity 6 and the ragdoll physics and vehicle physics are broken.
This could be due to the Automatic Tensor property or the changes in Rigid body API and therefore all the other physics based joints.
Versions before Unity 6 work perfectly all the way from Unity 2017 to Unity 2023.