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Third Party Issue

Votes

2

Found in

2021.3.46f1

2022.3.53f1

6000.0.28f1

6000.1.0a5

6000.2.0a1

6000.3.0a1

6000.4.0a1

6000.5.0a1

Issue ID

UUM-87841

Regression

No

Inaccurate Box Collider boundaries on a rotated child Cube when the parent GameObject Scale is non-uniform

-

NOTE FROM [~alexandru]: DO NOT CLOSE THIS CASE BECAUSE IT IS ALIVE FOR TOO LONG. PLEASE REACH OUT FIRST AND WE CAN DISCUSS CONVERTING IT.

Reproduction steps:
1. Open the attached “Bug.zip” project
2. Open the “SampleScene”
3. Select the “Parent” GameObject from the Hierarchy
4. Observe the Box Collider Gizmo in the Scene view

Expected result: The Box collider matches the Cube transforms
Actual result: The Box collider does not match the Cube transforms

Reproducible with: 2021.3.46f1, 2022.3.53f1, 6000.0.28f1, 6000.1.0a5

Reproducible on: Windows 11
Not reproducible on: no other environment tested

Note:
- The skewing of the rotated Cube is expected due to its parent having non-uniform Scale based on: https://issuetracker.unity3d.com/issues/rotation-causes-skewing-when-transform-is-a-child-of-a-non-uniformly-scaled-transform, but then the Collider should match the skewing

  1. Resolution Note:

    The issue seen in this ticket is tied to how PhysX poses store their pose data. While we could effectively skew the poses to better fit the graphical representation in this case, it would have negative impact onto the internals of the simulation.

    We have logged this case on our internal Jira board as a request to explore the possibility of bringing a property that would allow only some Colliders to do this based on user input.

Comments (1)

  1. appellod

    Nov 20, 2024 06:54

    Same behavior with Mesh Colliders. Hoping at the very least Mesh Colliders can match the visual skew. I can understand if the physics engine doesn't want to warp a Box Collider.

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