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Fixed in 2021.2.X

Fixed in 2021.1.X



Found in





Issue ID




EdgeCollider2D Adjacent Endpoints result in inverted separation normals when using Collider2D.Distance



Reproduction steps:
1. Open attached project "Edge Collider Distance Normal" and scene "SampleScene"
2. Enter Play Mode
3. In Game View, observe the 'Left Circle' and 'Right Circle' GameObjects and their red and blue lines

Expected result: The 'Left Circle' and 'Right Circle' red lines overlap with their blue lines
Actual result: The 'Right Circle' red line doesn't overlap with its blue line

Reproducible with: 2020.3.3f1, 2021.1.1f1, 2021.2.0a12
Could not test with: 2018.4.33f1, 2019.4.23f1 (compilation errors break project)

  1. Resolution Note (fix version 2021.2):

    Box2Ds contact creation assumes there'll be a continuing edge when setting adjacent edge points and this is normally true but for this use-case, there isn't so no contacts were created and the Unity code has to provide a best-guess fallback which is different than what would be returned without the adjacent edge. When using the Distance method against an EdgeCollider2D, we temporarily disable adjacent start/end points which resolve the low-level Box2D issue here.

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