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with: 2019.4.37f1 (Collections errors), 2022.2.0a8 ('RaycastCommand.RaycastCommand(Vector3, Vector3, float, int, int)' is obsolete)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
- Test Runner’s vertical scrollbar overlaps with the up and down arrows and upper toolbar tabs when the window is minimized
- The Input Field view is not updated when deleting lines of text
- The scrollbar does not respect empty lines in the Input Field
- “Texture Atlas Viewer“ button text overlaps another button when the UI Toolkit Debugger is narrowed
- Thresholds are no longer automatically calculated after deleting Motion fields in Blendtrees
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.