Search Issue Tracker

Won't Fix

Votes

1

Found in

2021.3.25f1

2022.3.0f1

2023.1.0b18

2023.2.0a16

Issue ID

UUM-41517

Regression

No

Physics.Raycast fails to detect collisions when Navmesh Agent's position is set to NaN

--

-

How to reproduce:
1. Open the user’s attached project “Bug Test.zip”
2. Build And Run

Expected result: Raycast detects collision by turning the “Sphere” GameObjects green
Actual result: Raycast does not detect collision by turning the “Sphere” GameObjects red

Reproducible with: 1.0.0-exp.4 (2021.3.25f1), 1.1.3 (2022.3.0f1, 2023.1.0b18, 2023.2.0a16)
Could not test with: 2020.3.47f1 (IL2CPP exception error when trying to build)

Reproduced on: Windows 10

Notes:

* Not reproducible when removing the Vector3.one division by 0 in "Test.cs"
* Issue reproduces only with a Navmesh Agent present in the project

  1. Resolution Note:

    Up on closer examination, we have to conclude that deliberately putting objects to NaN, infinity, or very large positions is not exactly supported by the physics engine in use today (PhysX). In the current versions, it's known to cause hits missed because of the issues arising in the spatial search trees up on the presence of such objects. It's not something that can be fixed at this moment, unfortunately, and in the newer Unity versions we explicitly disallow setting infinite positions to transforms (there'll be an error and the position will be discarded). We hope that in your particular project there is a way to avoid relying on invalid positions still being somehow processed without artefacts.

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.