Search Issue Tracker

By Design



Found in




Issue ID




Physics.ComputePenetration returns False when two colliders overlap



Steps to reproduce:
1. Open the user’s project
2. Enter Play mode
3. Observe the Scene view
4. Move the Sphere into the Plane and further

Expected result: The Sphere is red while it touches the Plane
Actual result: The Sphere becomes green again while still touching the Plane

Reproducible with: 2020.3.40f1, 2021.3.11f1, 2022.1.18f1, 2022.2.0b8, 2023.1.0a10

Reproduced on: macOS Monterey 12.5.1 (Intel)

  1. Resolution Note:

    It seems this was reopened inadvertently.

Comments (1)

  1. Santa

    Mar 18, 2024 14:26

    Seems like this is ‘by design’ in NVidia PhysX:

    These functions only compute an approximate depenetration vector, and work best when the amount of overlap between the geometry object and the mesh/heightfield is small. In particular, an intersection with a triangle will be ignored when the object's center is behind the triangle, and if this holds for all intersecting triangles then no overlap is detected, and the functions do not compute an MTD vector.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.