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Fixed in 2019.2

Fixed in 2018.4, 2019.1



Found in




Issue ID




Raycasts hit the second layer of the Mesh Collider when the first layer is thin



How to reproduce:
1. Open the "SampleScene" Scene in the attached "" Project
2. Select "TestMesh" and click on the helmet Collar on the side where the helmet screen is
3. Move the Camera to see where the Raycast hit

Expected Behavior: The Raycast hits helmet screen
Actual Behavior: The Raycast hits helmet collar which is behind one thin helmet screen

Reproducible with: 2018.3.0a5, 2018.3.9f1, 2019.1.0b7, 2019.2.0a8
Not reproducible with: 2018.3.0a4

Note: Could not check with 2017.4 because of C# Environment version 6.0 the MeshCollider.Raycast cannot take the "out" parameter.

  1. Response avatar

    Resolution Note (fix version 2019.2):

    Fixed in 2019.2.0a11 backported to 2018.4.3f1

Comments (4)

  1. D0a6f3677b502b95a1fe547d33cfb938?d=mm


    Aug 03, 2020 11:40

    For this solution was found for the Raycasts hit the second layer of the mesh collider issue and I often visit this site whenever I meet with certain issues with the software and the solution you will be sharing the post will be helpful in fixing it

  2. 034910056c826447ec95a439336083de?d=mm


    Aug 01, 2020 08:38

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  3. 35ae6bbffdb55a46b07ea9ecaaf5cbb6?d=mm


    Jul 30, 2020 04:54

    Here's the component I use to do the collision mesh update. You just attach it to the object that has a SkinnedMeshRenderer and MeshCollider, and whenever you need to update the collision mesh (triggered by playing another animation, etc.) just set the "forceUpdate" flag on this component. It only works with Unity 2.1 (or later?) [ ]

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