Weird physics behaviour

Hi

I’ve been using all betas, but this release candidate is the first time I encounter this.

I have an airplane (non-kinematic rigidbody) that lands on an aircraft carrier.
The carrier moves with transform.position on an Update loop. Basically, it’s a moving platform with rigidbody set to kinematic.

Well, I’ve been doing this for years: I land on the carrier, the airplane has a airplane.parent = carrier.transform on touch and they move together happily. I can move my airplane on top of the carrier and when I take off, I remove the airplane.parent and set it to null or something else.

No problems whatsoever, ever ever ever.

Now comes 2019.3rc1… I land on the carrier, my airplane seems to get the carrier velocity or something in that line and shoots out like a rocket, even with airplane.parent=carrier.transform on it. Again, my carrier has a kinematic rigidbody it just moves with transform.position. So what the heck is going on and why is this not working anymore? If I move the parent it should move the attached child and the physics engine shouldn’t go crazy.

I’ve tried to move it with fixedupdate, interpolate and rigidbody.moveposition and such, but then i get all other kind of new issues like my plane sliding to the sides and jittery camera and stuff. The problem is that it worked just fine before beta 12 and in all previous Unity versions going back to Unity 3.

UPDATE: 2019.3 beta 11 does not display this behavior. Unity 2020.1 alpha 13 also works fine but alpha 14 has the same bug.

A bug report with a reproducible would be much appreciated.

Please do file a bug report, it’s hard to guess otherwise. I’ve not seen this issue exactly yet, however there was one that had to do with interpolation somehow. That was fixed in 20.1 a15.