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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

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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)

Comments (2)

  1. MetallCore999

    May 16, 2024 11:46

    And why this issue have title CollisionIgnore() ? Maybe it should be IgnoreCollision() ? Because it become difficult to search

  2. 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. :(

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