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Won't Fix

Votes

0

Found in

2017.1.0f3

Issue ID

952107

Regression

No

[WebGL] Rigidbody not colliding with specific Mesh Colliders

WebGL

-

-e: see title, the rigidbody just falls through the specific mesh colliders and then collides properly with a box collider
-- same behaviour for 5.5, 5.6, 2017.1,1p1, .2b11, .3a7
--works fine in editor, standalone and android(il2cpp)

-repro:
--open attached project
--play test scene in editor
--notice that all spheres collide with the dark mesh
--build & run for WebGL
--NOTICE that some of the "not rotated" meshes don't stop the sphere and they come to a stop below them on the box collider

for extra info see http://answers.unity3d.com/questions/1406530/in-webgl-build-rigidbody-only-collides-with-mesh-c.html

Comments (8)

  1. E98f581eb9bb40f9deb771a0f80045d0?d=mm

    beniciodomi

    Jan 06, 2021 00:42

    This is not a minor problem, it destroyed my entire game, and i think it ruined others proyects too. At least unity could document this issue and beware the developers about it. I had to remake all the scenes's colliders from primitives. Please, reopen the issue.
    Greetings!

  2. 78ba890832578ef091bff6624e65f03b?d=mm

    jobs

    Aug 27, 2019 06:04

    Having the same problem in 2017.4.31

  3. 110e858dc02bb74e028eb40651cc93ca?d=mm

    PolyMad

    Mar 09, 2019 15:41

    Marked as WON'T FIX... without even commenting... why? This is shameful really... not even giving a reason while ALL THE COMMUNITY tells you there's something wrong...

  4. D5d183230fcbbcbc0ba340fbec954bf4?d=mm

    U92

    Feb 26, 2019 04:15

    WOW this is great, you know ive picked up unity 4 or 5 times, and quit. This time i've stuck with it but found i only have this problem in webgl - what i had used to test every time before, cannot replicate it in the developer.

    I have
    -set everything involved in my shooters boundary box to continuous detection
    -increased game time and detection speed figuring i was moving to fast
    -slowed movement speed down
    -increased walls thickness
    -increased my walls height, figured 2d shooter maybe
    -set my players velocity to 0 every update, figuring maybe its bouncing and calculating outside in a frame cycle or something.
    -i have made physics materials and set bounciness to 0 , and set it to multiply
    - applied said material to player and boundary walls.

    WHAT THE HELL DO I HAVE TO DO
    to keep this player inside the damn box.

    OH I have also wasted many endeavors in networking trying photon pun and more, WEB GL IS BROKEN and unity doesn't care.

  5. 80bc07ebe039dc25aa8fe3b5cc8a5529?d=mm

    nanella

    Jul 20, 2018 11:04

    Having the same problem. Please reopen this issue!

  6. 69cbccc916c9678186db9715c3098fec?d=mm

    nre3d

    Jun 11, 2018 21:58

    We're having issues as well. Our product is production ready only for this issue that happens just in couple meshes, every single time.

    I don't we had this issue before until now.

  7. Bee01c31c59f9590750a294dd734425a?d=mm

    DoctorXOR

    May 29, 2018 01:13

    Agreed, I'm seeing this all over the place. Why is this not being addressed anywhere?

  8. A5e00775980205526eb18cd6b6c5f8b9?d=mm

    waltran

    May 25, 2018 15:06

    OPEN IT AGAIN!!!! A LOT OF PEOPLE ARE HAVING PROBLEMS WITH MESH COLLIDERS IN WEBGL BUILDS AND YOU JUST SAY ITS HARD TO FIX AND CLOSE THE ISSUE? ARE YOU SERIOUS?

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