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Won't Fix
Won't Fix in 6000.5.X
Votes
3
Found in
2022.3.57f1
6000.0.38f1
6000.1.0b5
6000.2.0a3
6000.3.0a1
6000.4.0a1
6000.5.0a1
Issue ID
UUM-98262
Regression
No
MeshColliders ignore contactOffset when Rest Offset > 0 on TerrainCollider causing jitter
How to reproduce:
1. Open the attached “IN-94579” project
2. Open the “SetSeparationBug” scene
3. Enter Play mode
4. Press the “ScriptHolder” in the Hierarchy
5. In the Inspector, move the Rest Offset slider to 0.2
6. Observe the result
Expected result: All cubes hover without jitter
Actual result: The red cubes on the right side jitter
Reproducible in: 2022.3.57f1, 6000.0.38f1, 6000.1.0b5, 6000.2.0a3
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Comments (2)
-
BiscuitsMx
Jul 01, 2025 18:40
Well, we migrated to Unity 2022 for other reasons, so a fix in that would be very welcome, thanks:)
-
BiscuitsMx
Feb 20, 2025 10:58
I reported this originally in Unity 2021.3.33f1, we really need this fixed in 2021.3, thanks:)
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Resolution Note:
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. The issue itself is tied to the fact that the triangle x triangle check between terrain and triangle mesh would require some changes which have the potential to impact/ripple across different use-cases. We will open a ticket internally to keep track of this issue and will investigate what changes can be done down the line as we stabilize the PhysX <-> GameObjects integration.
Cheers,
AlexRvn
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Resolution Note (6000.5.X):
Thank you for reporting a bug to Unity.
We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. The issue itself is tied to the fact that the triangle x triangle check between terrain and triangle mesh would require some changes which have the potential to impact/ripple across different use-cases. We will open a ticket internally to keep track of this issue and will investigate what changes can be done down the line as we stabilize the PhysX <-> GameObjects integration.
Cheers,
AlexRvn
Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.