Search Issue Tracker
Fixed in 2018.1.X
Votes
0
Found in
2017.1.0f3
Issue ID
961760
Regression
No
OverlapCapsuleNonAlloc is detecting Mesh Collider where the capsule is not physically overlapping with the mesh
Reproduction steps:
1. Open the attached project "961760.zip";
2. Open the CSGErrorExample scene;
3. Make sure that the Gizmos are drawn;
4. Enter a Play mode;
5. Observe that the Capsule Collider is animated to move around the FBX model and when it moves, red and green crosses appear.
Expected results: When Capsule is moving, we should see only green crosses, which mean that ComputePenetration gives back a penetration distance.
Actual results: We can observe that red crosses also appear, which mean that OverlapCapsuleNonAlloc returns a collision when there clearly isn't one.
Reproduced on: 5.6.3p4, 2017.1.2p1, 2017.2.0p1, 2017.3.0b7. 2018.1.0a2.
Fixed in PhysX 3.4.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Graphics Settings: “Use Defaults” checkboxes misaligned in Tier Settings section
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
Add comment