Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.3.0a5
2018.3.0f2
2019.1.0a1
2019.2.0a1
Issue ID
1122870
Regression
Yes
Mesh Collider generates incorrect collider shape when the convex option is enabled
Steps to reproduce:
1. Download 1122870_repro.zip and open "test" scene
2. Enable Convex collider for cylinder game object
Expected results: generated convex collider shape is a cylinder
Actual results: generated convex collider shape is a plane
Reproduced with: 2019.2.0a4, 2019.1.0b2, 2018.3.5f1
Not reproducible with: 2018.3.0a4 2017.4.20f1
Regression introduced in: 2018.3.0a5
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Scene View][Ubuntu] Prefab mode UI ghosting in HDRP
- Deleting AudioMixer asset throws MissingReferenceException and breaks the Audio Mixer window
- Crash on ScheduleGenerateTilingShape when modifying PolygonCollider2D path count and setting path vertices
- Crash when a scene is created with LocalPhysicsMode::Physics3D
- [HDRP] Light doesn't bounce off terrains
Resolution Note:
We switched to Quickhull in 2018.3 that is a much more robust approach to convex hulls than we had before, in general. However, in this particular case we're hitting the limits of it, as the input mesh is arguably tiny. Notice all of its vertices contained within a 0.03 cube even after being scaled x100 on the GO. Quickhull takes the mesh before this scaling, so has to deal with even smaller values, at which scale it doesn't seem to be able to correctly expand the initial tetrahedron to the actual hull. I think after it finds the initial tetrahedrons, all the remaining vertices are discarded as being located on the surface of the tetrahedron. I recommend applying scale to the mesh before passing it to the mesh collider, either in a 3D tool or in the mesh importer settings.