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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

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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

  1. 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.

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