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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

Physics

-

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

  1. 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.

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