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Fixed
Fixed in 2021.3.27f1, 2022.3.2f1, 2023.1.0b20, 2023.2.0a15
Votes
0
Found in
2020.3.46f1
2021.3.21f1
2022.2.11f1
2022.3.0f1
2023.1.0b8
2023.2.0a6
Issue ID
UUM-30748
Regression
No
Raycast hits are registered inconsistently when raycasting on a GameObject that has a Mesh Collider with a high polygon amount
How to reproduce:
1. Open the attached user project “Bug - RaycastsMissExtremelyHighPolyMesh.zip“
2. Open Scene “TestScene“
3. Enter Play Mode
4. Click on the “StupidlyHighPolyMesh“ GameObject multiple times in different places
Expected result: “Hit: True, Collider: StupidlyHighPolyMesh (UnityEngine.MeshCollider)“ is logged in the Console when clicked anywhere on the “StupidlyHighPolyMesh“ GameObject
Actual result: “Hit: True, Collider: StupidlyHighPolyMesh (UnityEngine.MeshCollider)“ is logged in the Console when clicked on specific parts of the “StupidlyHighPolyMesh“ GameObject
Reproducible with: 2020.3.46f1, 2021.3.21f1, 2022.2.11f1, 2023.1.0b8, 2023.2.0a6
Reproduced on: macOS 13.0.1 (Intel), Windows 10 (reported by the user)
Note: Issue is reproducible in Builds
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Resolution Note (fix version 2023.2.0a15):
Added a warning when cooking concave Mesh Colliders with the Fast Midphase option that have over 2,097,152 triangles.
Due to internal PhysX limitations, issues can start to arise with more than 2^21 triangles but the actual issue reproduction depends on topology.
If you observe the issue in your project, a workaround is to turn off the Fast Midphase option for that particular mesh.