Capsule Colliders unreliable with double digit heights

Just ran into this issue. Had a capsule collider with a 200 height and noticed I was getting tons of OnTriggerEnter and OnTriggerExit spam when I wasn’t even close to the collider. Reducing the height to about 4 or below seemed to clear it up. Ultimately, I wanted 200, so I switched to a box collider and it’s working fine.

I’m running Unity3d 5.5.0f3.

Anyone else notice this?

interesting… never played with that kinda thing myself…
so it basically becomes a box collider you think??
or its like a jaggy edge?? … like, a pixelated curve??

i thought capsule collider was like 2 sphere colliders and the space between the spheres?

No, it definitely doesn’t become a box collider. It spams OnTriggerEnter and OnTriggerExit events rapidly. Rapid on/off cycles where there should only be a continuous on.

I’ve noticed MeshColliders are similarly unreliable in a variety of situations. Basically, the only collider I feel like I can trust in every situation so far is the box collider.

I’m not sure what’s causing the problem, but it doesn’t surprise me. The physics system was never built to handle 200m tall characters.

I’m pretty sure it was. Formulas remain the same regarldess of character size, the difference is that broadphase behavior may become less optimal.

I’d suggest to file this as a bug.

Ans speaking of box colliders, OverlapBox can cause crashes on android. OverlapSphere doesn’t.

ouch :hushed: