Search Issue Tracker
Not Reproducible
Votes
0
Found in
5.5.3f1
Issue ID
941187
Regression
No
[Hololens] Spatial Mesh Collider does collide with a gaze pointer after tracking state lost
Steps to reproduce:
1. Open the attached project
2. Open the main.unity scene
3. Switch platform to Windows Store
4. Build for WSA Universal 10 SDK
5. Open Visual Studio solution
6. Deploy on Remote Machine (Hololens)
7. Loose tracking state by occupying the sensors for a few times
8. Observe, the gaze pointer will at some point not collide with some parts of spatial mesh since their colliders are inactive
Actual results: Spatial Mesh Collider does collide with a gaze pointer after tracking state lost
Expected results: Spatial Mesh Collider should collide normally
Note:
With 2018.1.0b1 I get "HLWM: Reading and writing a shared object on multiple threads simultaneously is not threadsafe!"
Reproduced with: 5.6.4p4, 2017.1.2.p4, 2017.2.1p2, 2017.3.0f3, 2018.1.0b1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Add comment