Search Issue Tracker
Fixed
Fixed in 2.5.4, 3.0.0
Votes
0
Found in [Package]
2.5.2
3.0.0-pre.1
Issue ID
XRIT-116
Regression
No
[Priority_NoRepro] XRDirectInteractor::EvaluateSphereOverlap not using result of SphereCast after first frame
Reporting on behalf of customer.
In XRDirectInteractor, line 257 has an apparent copy-paste error (from line 241):
m_StayedColliders.Add(m_OverlapSphereHits[i]);
When it should be something like this:
if (m_SphereCastHits[i].collider)
{
m_StayedColliders.Add(m_SphereCastHits[i].collider);
}
The enclosing method EvaluateSphereOverlap() has two different branches where it does a sphere overlap in the first frame or otherwise a sphere cast for following frames. However, in the latter case it wrongly doesn't use the result from the sphere cast but the now quite old result from the sphere overlap done in the first frame.
To get symptoms of this bug, you need to configure the XRDirectInteractor like this:
Improve Accuracy With Sphere Collider = true
Select Action Trigger = State
Please send to XR Interaction team.
Note: No CQA testing was carried out.
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
- A memory leak occurs with massive terrain when camera position changes occur.
- No valid hits are returned when using RaycastCommand
- Camera is not overlooking the main Scene in Scene View in the HDRP Sample Template
- TextShadow properties are not applied when displayed in a custom MenuItem Window
- Memory leak occurs when focused on Player while using Direct3D12
Resolution Note (fix version 3.0.0):
Issue resolved and backported to 2.5.X.
In 3.0 however, the NearFarInteractor makes the Direct Interactor unnecessary.