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Fixed in 2019.2.X

Fixed in 2018.4.X, 2019.1.X



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. Resolution Note (fix version 2019.2):

    Fixed in 2019.2.0a11 backported to 2018.4.3f1

Comments (14)

  1. wearenumu

    Oct 27, 2021 12:20

  2. yuhublog

    Aug 19, 2021 11:39

    buka sitik josss...

  3. Wativ

    May 28, 2021 07:35 has also some solutions for these bugs. You can check out there as well. You can use this any of information provided there and enhance your experience.

  4. jenniferduran

    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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