Search Issue Tracker
Fixed in 2020.1.X
Votes
0
Found in
2018.3.0a5
2018.3.7f1
2019.1.0a1
2019.2.0a1
Issue ID
1134331
Regression
Yes
The small Capsule Collider is pushed through the Mesh when Collision with a fast moving bigger Capsule Collider occurs
How to reproduce:
1. Open the "t-15" Scene in the attached "PhysicsIssue.zip" Project
2. Enter Play Mode
Expected Behavior: The "Player" GameObject dies and lays on the ground
Actual Behavior: The "Player" GameObject dies and falls through the ground
Reproducible with: 2018.3.0a5, 2018.3.8f1, 2019.1.0b7, 2019.2.0a8
Not reproducible with: 2017.4.23f1, 2018.3.0a4
-
superdupergc
Jun 14, 2019 15:28
Upgrading to 2019.1.6f1 has fixed my physics issue, since i can select Rigidbody collision type -> continuous dynamic now. it doesn't force me to speculative anymore - so my players no longer get forced through walls!
-
superdupergc
May 11, 2019 04:44
This issue is still present as of Unity 2019.1.2f1
-
superdupergc
Apr 06, 2019 15:38
This also happens when a navmesh agent pushes a CharacterController into a corner, and then through the mesh collider walls (for instance, made with ProBuilder). It's a big deal for me, so I really hope this is fixed!
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
- Global Search returns incorrect results in the Project tab when searching by namespace and class type after they have been modified
- Cannot select a child element in UI Builder when the parent is selected
- [Linux] Crash on NewInput::MouseCallbacks::IOCTL when "WarpCursorPosition" function is called
- NullReferenceException is thrown when clicking on the audio clip with Auto Play enabled
- IndexOutOfRangeException is thrown and an element returns to the wrong location when undoing the position change in UI Builder
Resolution Note (fix version 2020.1):
Fixed in 2020.1.0a21