There are two colliders which are polygon colliders:
And I have a composite collider which works:
But it goes wrong when I set the polygon collider’s scale.x to -1 for flipping the object.
And it is a terrible issue when I used the polygons geometry type. The paths are wrong, so there are lots of holes that are not intended.
For instance, there are two polygon colliders: one is another flipped.
It seems to be because the order of the polygon collider points is reversed.
Unity 2019.4.3f1
6140091–670041–Project.zip (60.2 KB)
That’s very strange.It shouldn’t be vertex-winding order dependant.
Would you mind submitting your project as a bug report and sending me the case number? That way you can track a fix.
[[quote=“MelvMay, post:2, topic: 802070, username:MelvMay”]
That’s very strange.It shouldn’t be vertex-winding order dependant.
Would you mind submitting your project as a bug report and sending me the case number? That way you can track a fix.
[/quote]
Submitted.
Case number: 1266460
](https://fogbugz.unity3d.com/default.asp?1266460_29gq18pimvbro373)
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Thanks. I’ve assigned the case to me and can reproduce the issue. Now to find out why the winding is going wrong and fix it.
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