Search Issue Tracker
Fixed in 5.0.X
Votes
0
Found in
5.0.0b8
Issue ID
639564
Regression
Yes
Disabled mesh collider registers to Raycasts
The scene contains a GameObject1 -> Gameobject2 -> Cube hiearchy. Gameobject2 is disabled (And thus, Cube is also disabled). Cube has a Mesh collider generated upon Start(). A Raycast is sent, and it hits the generated Mesh.
To reproduce:
1. Open attached project
2. Open TestRayV2 scene
3. Enter play mode
4. Click in the middle of the game window
Expected result: no collision
Actual result: Collision
Note: After clicking you'll notice that the hierarchy focuses on the disabled collider. That's the script, upon click it sends a raycast and selects the gameobject with which it colliders.
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 mecanim::SetValueWeight when switching the AnimationMixerPlayable connection with Animator's UpdateMode set to "Animate Physics"
- The "StringComparer.InvariantCultureIgnoreCase.GetHashCode()" returns different Hash Codes for the same word with the only difference being case sensitivity in WebGL
- 2D Light Textures show the lights of any 'blend style' index higher than theirs (if present) when they aren't visible by the Camera using Render Graph
- [SpeedTree] Wireframe mode not rendering correctly ST assets
- Light2D affecting only the Default Sorting Layer will also affect any Custom Lit Sprite not on that Layer when using Render Graph
Add comment