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Fixed in 2017.1.X
Collider.ClosestPoint & ComputePenetration return incorrect result when a collider has it's centre offset with non-zero rotation
1. Open the attached project
2. Select the Cube game object in the hierarchy
3. Under the "BoxCollider" component, move the y axis to -1.5
4. Rotate the Y axis of the cube by 45 degrees and Z axis by 60 degrees.
Result: the line is not drawn correctly, there is a gap between it and the point it's supposed to be touching
Note, this does not happen with any other collider than BoxCollider
Reproducible on 5.6.0b2, 5.6.0b3
Tested on Windows 10
Fixed in: 2017.1.0b2
Backported to: 5.6.1p1
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Jul 02, 2017 13:47
May 19, 2017 07:54
Hello everyone : )
I have edited the issue tracker to clear up the confusion on where this is fixed.
Once it updates, it should say where it was fixed and where it was backported under the reproduced versions.
Apr 12, 2017 20:49
Confirmed, still exists in 5.6.0f3
Apr 06, 2017 05:31
Currently seeing this bug in 5.6.0f3
Mar 11, 2017 14:27
The bug is not yet fixed!
When you offset the center of the BoxCollider and then apply rotation to the transform, the point calculated is still in the wrong place.
Jan 23, 2017 17:13
This bug still exists in 5.6.0b4