Search Issue Tracker
Fixed
Fixed in 6000.0.4f1
Votes
1
Found in
6000.0.2f1
Issue ID
UUM-72148
Regression
Yes
CollisionIgnore() resets all Colliders when resetting only one Collider
How to reproduce:
1. Open the “CollisionBugReport.zip“ project
2. Open the “SampleScene”
3. Enter the Play Mode
4. Press the “1” key (for the RedCube to ignore BlueCube collision)
5. Press the “2” key (for the BlueCube to ignore GreenCube collision)
6. Press the “3” key (for the BlueCube to stop ignoring GreenCube collision)
7. Observe the Game view
Expected results: Only the BlueCube and GreenCube Colliders start colliding
Actual results: All Colliders are colliding
Reproducible in: 2023.3.0b7, 6000.0.2f1
Not reproducible in: 2021.3.38f, 2022.3.29f1, 2023.3.0b6
Reproduced on: Windows 11 Pro (23H2)
Not reproduced on: No other environment tested
Note: When the “Physics.IgnoreCollision()“ is triggered on any other Collider but the GreenCube, it will fix the issue (meaning, only the GreenCube collision will not be ignored, and the collision of the Ignored Collider)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- The letter "i" is incorrectly formatted into “İ" when capitalised if the devices Region is set to "Turkish (Turkiye)"
- [VFX] No templates available in Default VFX Graph Templates window
- [VFX] "ArgumentException" error thrown when trying to add/create Curl Noise Node
- Properties of custom visual elements fail to initialize when inside of template that has been renamed
- HDR output fails to render in Player when using Direct3D11 in Exclusive Fullscreen mode
MetallCore999
May 16, 2024 11:46
And why this issue have title CollisionIgnore() ? Maybe it should be IgnoreCollision() ? Because it become difficult to search
MetallCore999
May 16, 2024 11:40
This bug also happens with joints. When a joint is broken, all colliders of this object are reset, since when a joint is broken, the collision is turned on again. I have a physics based game, so this bug breaks everything... Weapons collide with the owner, triggers collide with its parent, etc. :(