Search Issue Tracker
Fixed
Fixed in 2022.3.21f1, 2023.2.12f1, 2023.3.0b9
Votes
0
Found in
2021.3.32f1
Issue ID
UUM-57910
Regression
No
Inaccurate collision detections when Rigidbody Collision Detection is set to "Continuous" or "Continuous Dynamic"
Reproduction steps:
1. Open the attached “FalsePositiveCollision_Ramp.zip” project
2. Open the "FalsePositiveCollision_Ramp" Scene ( Assets > Tests > GameFeel )
3. Select the "GameFeel_Ball_GolfBall_Primative" prefab
4. Find the Rigidbody Component in the Inspector Window and set Collision Detection to "Continous" or "Continous Dynamic"
5. Enter the Play mode
6. Observe the movement of the prefabs
Expected results: All of the prefabs slide up the "Ramp" object
Actual results: Half of the prefabs fly off upwards
Reproducible with: 2021.3.32f
Couldn't test with: 2022.3.15f1, 2023.2.3f1, 2023.3.0a17 (Un-fixable compiler errors prevent reproduction)
Notes:
- Couldn't test on build due to compiler errors
- Expected results are seen when Collision Detection is set to "Discrete"
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment