Search Issue Tracker
Fixed in 5.0.X
Votes
1
Found in
4.5.2f1
Issue ID
622889
Regression
No
Spherecast somehow finds less intersections than a raycast
To reproduce:
1. Open attached project
2. Open test scene
3. Press play
4. Select Debug Wire object
In this test scene you can toggle the "Use Sphere Cast" bool to run the CheckConnection() method in DebugWire (using either a sphere cast or ray cast depending on whether or not the bool is true).
5. Notice that when "Use Sphere Cast" is toggled off (ray cast is used) two element is detected.
6. Toggle on "Use Sphere Cast"
7. Notice that when sphere cast is used only one element is detected
8. In scene view move away DebugWire game object from Cubes
9. Create two duplicates of one of the cubes and place them next to each other
10. Select DebugWire and toggle "Use Sphere Cast"
11. Move DebugWire on cubes so that all 4 cubes would be in contact with DebugWire (before moving make sure that "Use Sphere Cast" is toggled off)
12. Toggle on "Use Sphere Cast"
13. Now all elements on DebugWire are detected by ray cast and sphere cast
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on ExtractActiveCasterInfo when navigating the scene view in a project with specific lighting data
- Build Profile name increments when numeric suffix is removed from duplicate Profile name
- "Unrecognized block header in profiler data file, stopping deserialization" error is shown and no more profiler data is recorded when the Player is connected and profiler recording is enabled/disabled few times
- Shader error and warnings thrown when setting HDRP as an Active Target in Blank Shader Graph
- Visual Studio Code does not integrate with the project when the .slnx project is opened
Add comment