Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.3.0f3
2020.1
Issue ID
1220767
Regression
No
Collison fails when moving at a raised Terrain
Steps to reproduce:
1. Open QA-supplied project ("TerrainCollision.zip")
2. Open and play Scene ("Main")
3. Go forward (W) until you hit raised terrain
Expected: the player goes up the terrain
Actual: the player goes straight trough
Reproduced in: 2018.4.18f1, 2019.2.21f1, 2019.3.3f1, 2020.1.0a25
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
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
- Editor crashes on D3D12GetInterface when repeatedly enabling and disabling 256 text components
Resolution Note:
In this case the body is actually teleported forward ignoring the obstacles, eventually pushing the body inside of the terrain. Terrain is a thin mesh actually, it doesn't have volume, and PhysX treats collisions with it pretty much like collisions with the mesh. A way forward in this case is to run a query like CapsuleCast to figure if the position you're teleporting to is a valid one actually.