After update to Unity 5.5 from Unity 5.4 we have noticed this bug: our Vehicles (Rigidbody with BoxCollider) start to pass through the Road Side Walls (Static MeshCollider), this happens only on iOS and only at certain angles between Vehicle and the Wall:
On screenshot you can see what I’m talking about: red cube with BoxCollider pass through the MeshCollider.
The only workaround is to set different angles for objects with MeshColliders, e.g. we have set of road elements (track constructor) and place them with 0-90-180 degrees to each other, to minimize this bug we have to place this objects like 5-95-175 degrees, etc.
Also we would like to warn about this bug because if you use MeshColliders and build games for iOS - you also has it, but it’s not easy to catch it. But when it occurs - all in games goes wrong because players could walk where developers don’t expect them.
No, the bug is still in Open state. The downgrade is not a bad solution, if you didn’t save Scenes/Prefabs with Unity 5.5 - because of changes in serialization, Unity 5.4 doesn’t open Scenes, saved with Unity 5.5 - in our case this is a big deal.
We have to revert to old revision of project, then manually re-implement changes, we made with Unity 5.5, in Unity 5.4
We have the same issue if rb drag value of gameobject with box collider is higher than the default value.
Test scene (Unity 5.5.2p1):
ground gameobject with static mesh collider
moving gameobject with box collider and rb/continues dynamic collision detection (if rb drag value is 0.5 so collision is ok, if rb drag value is 12, gameobject very often goes through a ground/mesh collider
Thank you for replay, I’ve tried to test my situation with different drag values and noticed, if I set drag 5 or 10 - the object collides as expected. Then I understand, that when I increase drag I also increase force applying to the object to move it.
So, then I returned to my common drag 0.1, but leave bigger force - in this case my objects move really quick, but they collide with static wall colliders as expected.
So, the different forces affect on this bug, so the collider’s rotation angles.
In general it looks, like my object works as Discreet Collision Detection works, and it ignores Continues Collision Detection as I had set to it.