Search Issue Tracker
By Design
Votes
0
Found in
2018.4
2019.3.0f3
2020.1
Issue ID
1220767
Regression
No
Collison fails when moving at a raised Terrain
Steps to reproduce:
1. Open QA-supplied project ("TerrainCollision.zip")
2. Open and play Scene ("Main")
3. Go forward (W) until you hit raised terrain
Expected: the player goes up the terrain
Actual: the player goes straight trough
Reproduced in: 2018.4.18f1, 2019.2.21f1, 2019.3.3f1, 2020.1.0a25
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
- Unable to switch to either Facebook Instant Games/Meta Quest in the Build Profile
- Error "IndexOutOfRangeException: Index was outside the bounds of the array" logged when selecting an Element in UI Builder with a specific setup
- "native code called abort()" is thrown in WebGL player when loading first scene
- Crash on core::base_hash_set when importing a specific package
- SettingsService.NotifySettingsProviderChanged() Doesn't Call OnDeactivate for Existing SettingsProviders when new ServiceProvider is created
Resolution Note:
In this case the body is actually teleported forward ignoring the obstacles, eventually pushing the body inside of the terrain. Terrain is a thin mesh actually, it doesn't have volume, and PhysX treats collisions with it pretty much like collisions with the mesh. A way forward in this case is to run a query like CapsuleCast to figure if the position you're teleporting to is a valid one actually.