Search Issue Tracker
By Design
Votes
0
Found in
2017.4.0f1
2018.3.0a1
2019.1.0a1
2019.1.1f1
2019.2.0a1
2019.3.0a1
Issue ID
1152686
Regression
No
All Collider Types are highlighted when Physics Debugger's "Show Static Colliders" Checkbox is checked
How to reproduce:
1. Open the "SampleScene" Scene in the attached "Repro1152686.zip" Project
2. In the Window > Analytics > Physics Debugger press "Show static Colliders"
3. Observe the 3 Cubes in the Scene View
Expected Behavior: Only a Cube named "Static" is Highlighted
Actual Behavior: All the Cubes are Highlighted despite the Collider type being different on each cube
Reproducible with: 2017.4.26f1, 2018.4.4f1, 2019.1.11f1, 2019.2.0b10, 2019.3.0a9
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
- Editor crashes on StoredGraphicsBuffer::GetGfxBufferID when VFX Graph property is modified during Play Mode and Application.targetFrameRate is used to limit FPS
- Crash on NVAPI_Thunk when changing Player resolution while HDR display is used and Direct3D12 is set as the graphics API
- Only one out of multiple cameras is shown in the Play Mode while HDR display is used and Direct3D12 is set as the graphics API
- The "Paste Component as New" option is incorrectly displayed as active despite the action being prohibited
- "TLS Allocator ALLOC_TEMP_TLS" errors are thrown when unsuccessfully importing an FBX file
Resolution Note:
The static checkbox doesn't apply to physics. In the physics context, a static collider is a collider that doesn't have a Rigidbody to it. A static collider with a trigger checkbox on is considered both "static" and "trigger" for the purposes of visualisation and will be visible when at least one is configured visible. There could be a dynamic trigger too, which works pretty much the same way.