Closed Kent1LG closed 9 months ago
@Kent1LG,
Can you give this a try on MRTK 2.7.2? It would be good to know if we handled this already :smile:
Hello, I actually encountered this issue today: as a workaround for anyone hitting this bug, it seems that removing and adding back the ObjectManipulator after adding the Rigibody makes the collisions work again.
Hello,
Thank you @vogr for the extra information, very useful !
@davidkline-ms sorry for the late response, the update of the project wasn't easy. I tried and yes there is also the issue on MRTK 2.7.2 .
We appreciate your feedback and thank you for reporting this issue.
Microsoft Mixed Reality Toolkit version 2 (MRTK2) is currently in limited support. This means that Microsoft is only fixing high priority security issues. Unfortunately, this issue does not meet the necessary priority and will be closed. If you strongly feel that this issue deserves more attention, please open a new issue and explain why it is important.
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Describe the bug
Hi everyone. I'm currently trying to allow userto enable or disable the objects collision in runtime. As far as the Rigidbody can't be disable, I tried to removed it and add it again in order to disable then enable the physics. In this situation (which is the same manually or by script), when I removed Rigidbody from the object, it lost is collision behaviour (this is what I want), then when I add it again the object is still passing through other object instead of getting back is collision behaviour.
To reproduce
Steps to reproduce the behavior:
Expected behavior
The Physic and collideable behaviour should get back when adding a Rigidbody in runtime.
Your setup (please complete the following information)
Target platform (please complete the following information)
Additional context
It seems like the Unity Project settings/Physics/Layer Collision Matrix doesn't matter in any way in this situation.