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Fixed in 5.0.1

Votes

6

Found in

5.0.0f3

Issue ID

675843

Regression

Yes

[Raycast] When terrain is changed but not saved, RaycastHit.point returns incorrect value

Terrain

-

Steps to reproduce this issue:

1. Open 'TerrainRaycastBug' project
2. Open 'TerrainRaycastBug' scene
3. Switch to scene view
4. The redline indicates raycast, green sphere indicates a hit point with terrain
5. Change the shape of a terrain in the place where the hit point appears
6. Notice green sphere(hit point) does not follow with the changing shape
7. Save the scene
8. Everything fixes up

Regression since 5.0.0f3
How to reproduce: http://youtu.be/DpvH_nYeu6A

Comments (5)

  1. 3d7ed37646a9abf10a4eb95403948c22?d=mm

    Nesvi

    Mar 25, 2015 18:20

    Same problem here.

  2. 92ecce5f3339d5551a10d50266a1eeec?d=mm

    maikkel

    Mar 17, 2015 01:32

    Yes, the terrain collider seems to be flipped diagonally when the terrain is edited during runtime (or the terrain tools in the editor)
    This is quite a severe bug, I'll have to go back to version 4 until this is fixed, because dynamic terrain deformation is a major feature in my current project.

  3. 4f71d10dda6eed5c12f8e61fc7ac2d57?d=mm

    ArminHarbick

    Mar 08, 2015 05:07

    It looks like editing the terrain on the X axis changes the terrain collider on the Z axis, and vice versa.

  4. 4f71d10dda6eed5c12f8e61fc7ac2d57?d=mm

    ArminHarbick

    Mar 08, 2015 03:15

    I've got about the same problem.
    I've noticed that when I create a hill, the collider for that hill is somewhere else on the terrain. Approximately mirrored across an axis, but not exactly.

  5. 379ccedff2a7fae7d566c5bbea8202f0?d=mm

    Enzx

    Mar 04, 2015 14:21

    I have same problem,
    terrainData.SetHeights and terrainData.GetHeigts are working like version 4 but terrian collider doesn't update after Setting height in runtime.

    Also, Terrain.CreateTerrainGameObject() doesn't seem to create new collider from terrainData.

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