Search Issue Tracker
By Design
Votes
0
Found in
2020.3
2020.3.29f1
2021.2
2022.1
Issue ID
1408805
Regression
No
RaycastHit.m_UV contains wrong data when Particles intersect with Collider
How to reproduce:
1. Open the user's attached project
2. Open scene Scenes/SampleScene
3. Press the Play button
4. Observe the bright blue pixel markings on the Quad in the Game view (for over a minute)
Expected result: painted pixel markings are made on the top half of the Quad where Particles are colliding (A-E rows)
Actual result: painted pixel markings are made on the bottom of the Quad further away from the Particles (H row)
Reproducible with: 2020.3.31f1, 2021.2.16f1, 2022.1.0b13
Could not test with: 2019.4.37f1 (Collections errors), 2022.2.0a8 ('RaycastCommand.RaycastCommand(Vector3, Vector3, float, int, int)' is obsolete)
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
- ACES Tonemapping causes banding artifacts and negative values in ColorGradingLUT when HDR is enabled and "High Dynamic Range" Grading mode is selected while Android Platform is used
- Android Player freezes when an Audio Source is playing and an incoming call is picked up and then hung up and the Audio Source is started again
- Green success icon is poorly visible in the light Unity theme
- Incorrect input into the Input Field when using Microsoft IME Japanese
- Multiplayer role "ClientAndServer" is displayed without the spaces in the "Play Mode Scenarios" window
Resolution Note:
The internal properties do return the barycentric coordinates, however obtaining the texture coordinates from them might be indeed tricky. We should consider exposing them in a threaded context indeed, created a jira card to track this work for a future release.