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
- Any small change in UI Builder Inspector refreshes Editor Inspector
- Inaccurate Box Collider boundaries on a rotated child Cube when the parent GameObject Scale is non-uniform
- [Android] "SHADOWS_SCREEN" set as shader Keyword when no "_ShadowMapTexture" is bound leads to freeze on a build on some Mali GPU devices
- The global scene list is overridden in a project built with command line when the Override Global Scene List setting is disabled in the build profile
- Global Scenes are not included in the Build when building multiple Build Profiles at the same time
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.