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Won't Fix
Votes
0
Found in
2018.3.0a5
2018.3.2f1
2019.1.0a1
2019.2.0a1
Issue ID
1118715
Regression
Yes
GameObjects with Colliders go through terrain collider when the velocity of a GameObject is high and the Scale.Y is around 0.1
Steps to reproduce:
1. Open "case_1118715"
2. Press Play
3. Press the button in the top left corner of the Game Window
Expected results: GameObject with continues to collide with colliders until there are none
Actual results: Small scale GameObjects with high velocity fails to collide with terrain colliders
Reproducible with: 2018.3.0a5, 2018.3.3f1, 2019.1.0b1, 2019.2.0a2
Not reproducible with: 2017.4.19f1, 2018.2.18f1, 2018.3.0a4
Note: Changing collision detection mode doesn't make any difference
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Resolution Note:
Setting transform.position is an effective way to teleport stuff, overriding any physics. The only physical response happening here is after the fact pull out of obstacles stuff right after the object has been put into overlap by user code. Now, this pull out worked OK with the old TerrainCollider code pre-2018.3, because terrain had thickness that allowed to pull out in this particular case, however with the new code that doesn't feature thickness it's not possible to. I suggest either to use forces and velocities (the physical parameters suited for solver and proper collision detection), or to switch off the Unified Heightmaps flag in the physics settings.