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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
-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
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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!
jobs
Aug 27, 2019 06:04
Having the same problem in 2017.4.31
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...
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.
nanella
Jul 20, 2018 11:04
Having the same problem. Please reopen this issue!
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.
DoctorXOR
May 29, 2018 01:13
Agreed, I'm seeing this all over the place. Why is this not being addressed anywhere?
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?