Recreatable incorrect raycast miss on capsule collider

Just for fun, have you tried different Physics.Raycast(...) overloads?

@Senshi - Not different overloads, but all these: Physics.Raycast, Physics.RaycastAll, Physics.RaycastNonAlloc, PhysicsScene.Raycast

Are rays has the same crossing Point? Is it a upper sphere center?

@szynal - They all intersect the edge between the lower hemisphere and cylinder body. I have a photo in the original post to show this.

If you have not yet submitted a bug report, please do so.

@Arithmetica - Yep, have done.

Make a blank project, type in your numbers, report it.

@Kurt-Dekker - I have submitted a report through Unity with the contents of the zip above, additionally I have linked in the report status page back to this discussion thread as I have found more info since. Hope this is enough.

More so if anyone is really concerned about this bug, it should mean you could augment the capsule with additional 2 spheres.

@Noisecrime - That is one solution. I have done only simple checks but only adding the top sphere should be necessary, the rays correctly hit the bottom hemisphere.

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Update, my bug report has been confirmed by Unity and given an internal ID.

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Just stumbled across this question. I just like to add that about 13 years ago we had this funny bug. As I looked up the question I noticed that all of my links were dead -.- I uploaded the images properly this time and relinked the project zip. I have no idea if the bug was actually fixed. However in the past this bug only happened when the capsule was rotates exactly 90° on the x axis. Then it started to mess up it’s internal transform, somehow.

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Forgot to add the public issue tracker link.

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