Search Issue Tracker
Third Party Issue
Votes
3
Found in
2018.4
2020.1.1f1
2020.2
Issue ID
1269181
Regression
No
Rigidbody tunnels through static collider when using Sweep-based Collision Detection
How to reproduce:
1. Open attached "ContiniousCollisionDetection.zip" and SampleScene
2. Enter the Play mode
3. Press Space Key to spawn 2 Projectiles for each CCD case
4. Observe the Game view
Expected result: Projectiles with Sweep-based Continuous or Continuous Dynamic Collision Detection do not tunnel through static colliders
Actual result: Projectiles with Sweep-based Continuous or Continuous Dynamic Collision Detection tunnel through static colliders
Reproducible with: 2018.4.26f, 2019.4.8f1, 2020.1.2f1, 2020.2.0a20
Notes: Also, in the Sweep-based cases, the Projectile that does not tunnel, still penetrates the box before being deflected
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
- PlayerPrefs get corrupted when a minimized fullscreen Player is closed through the Taskbar
- "To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations." warning is printed when JobTempMemoryLeakValidation switch is enabled
- Main Thread stalling when loading Audio Source asset asynchronously while preloading another Audio Source asset
- Material artifacts occur in the Material Preview window when baked lighting is applied to scenes
- “ArgumentOutOfRangeException” after saving, reseting and re-add Default Tile Palette Tools to the list in Preferences window
Resolution Note:
Limitation of the algorithm that PhysX has in place. Basically, it will try to pull out of the overlapping state by moving along the minimal translation vector. When a projectile is this close to a face, it will be pulled through it. Whereas a projectile approaching the box from the middle will be pulled out backwards -- hence the difference. Workaround: Either simulate at higher frequency, or expand colliders in the real scene.