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By Design
Votes
0
Found in
2018.3.0a6
2018.3.8f1
2019.1.0a1
2019.2.0a1
Issue ID
1138278
Regression
No
2D Contact Normals are sometimes incorrect when using Circle 2D and Edge 2D Colliders
How to reproduce:
1. Open the "Test" Scene in the attached "Physics2DTest.zip" Project
2. Enter Play Mode
3. Leave only the Error Debugging enabled in the Console
4. Observe the Console
Expected Behavior: Contact Normal delta is minimal as the Object is moving smoothly on the surface
Actual Behavior: Contact Normal delta sometimes gets large
Reproducible with: 2018.3.10f1, 2019.1.0b8, 2019.2.0a9
Note: Could not test with 2017.4 versions because the prefabs break and Collider Interface lacks functionality
Comments (1)
-
gaolijungame
Oct 20, 2020 09:02
2017.1 or lower version is right
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Resolution Note:
Collision normals in this case are produce via a vector defined by the center of the circle and the contact point. It isn't always a surface normal (face edge) and is defined as the vector along which the collision impulse is applied. In this case two contacts are produced and the normal alters more than the threshold in degrees the project wants. Alternate strategies such as having a rolling window average of collision normal angles might help or potentially just raycasting below the circle to find the slope.