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
- Some UXML Template Asset foldouts appear enabled when all fields inside are disabled
- URP Terrain Demo crash on burst_signal_handler after Generating lighting
- Project window button icons are poorly visible and their shades differ in Light theme
- GC.Alloc called by HDRenderPipeline.LensFlareMergeOcclusionDataDrivenPass() when playing the default HDRP Sample Template project
- Automatic LOD fails and SRP Batcher incompatibility occurs when using spline-based quad-topology meshes
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.