Search Issue Tracker
By Design
Votes
8
Found in
2018.3.0f2
Issue ID
1110660
Regression
No
Continuous speculative collision produces incorrect contact points
How to reproduce:
1. Open attached project
2. Open scene Scenes/SampleScene.unity
- Scene contains two bars constrained using Configurable Joints and a wall
- The bars are meant to rotate back and forth so they are in contact with the wall at both ends, one end at a time
3. Play the scene
- As the bars collide with the wall, contact points are displayed as spheres
- Note that the points do not correctly align with where the bar is touching the wall
- Reproduced with 2018.3.3f1 (d2dda06f4fb1)
-
BuildSucceeded
Nov 22, 2019 11:59
So its still not been fixed?
-
Partel-Lang
Sep 30, 2019 06:16
So how can I tell actual contacts from predicted contacts if I wanted to play particle/sound FX on actual collision? This is completely useless.
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
- Crash on when D3D12RenderPass::SetupDeviceResources when opening FBX animation preview
- Serialization errors are thrown when "com.unity.render-pipelines.core" is added as a custom package and Graphics window is opened
- Character Joints unexpectedly rotate when a ragdoll is created using the Ragdoll Wizard
- Crash on GfxDeviceD3D11Base::DrawBuffersBatchMode when rendering the Scene view
- The shared EditorBuildSettings.asset file of symlinked projects is not updated when changing the order of the Scenes in Build Settings in one of the projects
Resolution Note:
Speculative CCD calculates predicted contacts rather than actual contacts