Search Issue Tracker
Duplicate
Votes
0
Found in
5.1.0f3
Issue ID
707670
Regression
Yes
[MeshCollider][Rigidbody] Sphere collider rolling on mesh collider jumps
Steps to reproduce:
1. Open attached project (Collider5.zip)
2. Open scene "test"
3. Play it and notice that after rolling for some time, the sphere jumps
Note: Setting "Default Contact Offset" to 0.00001 fixes this issue. Reducing maxAngularVelocity of Sphere ("velocity.cs") reduces the height of the jump.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [VFX] Custom HLSL with 'int' parameter, without the 'in/out/inout' access modifier is not supported
- [Windows] Lens Flare doesn't work in the Lens Flare Showroom URP Sample Scene
- Crash on ujob_execute_job while using OverlapBoxCommand when collisions are more than maxHits
- The validity of the multiple handles can behave differently based on the load/release operations order, when multiple Addressables.LoadAssetAsync and Addressables.Release are used to load and release the same Addressable Asset
- OnPointerExit and OnPointerEnter is mistakenly called when an overlapping child Image is destroyed
Add comment