Worldspace / dimention differences on iOS?

Hey all,

Does anyone know if there are worldspace / dimension differences, particularly for colliders, between the Unity PC/Mac runtime and the iOS runtime?

I haven’t isolated it yet, but it almost seems like the colliders are smaller and missing each other when I build/test on iPhone. Whereas they hit everytime on the PC/MAC. Ultimately, the fix will be easy if it is (at least for the 2D project I’m working on)… I just need to ensure they’re both fixed on the same z plane, but… if this is the case, I’d sure like to know for 3d projects.

Anyone?

Galen

Are the collisions failing only when the objects just graze each other (implying lack of precision or a bug that creates slightly smaller colliders) or are the colliders much smaller than they should be?

Hi andeeee,

Sorry for not responding til now, I’ve been tracing the issue, and I think I’ve found it. It seems like there is a difference in Camera.ScreenToWorldPoint between Mac/PC and iOS, perhaps you can confirm this? What I’m seeing is, if I provide a constant for the z-axis on Windows/Mac (or in either editor) then I get a constant return value (I have no idea what the calc is… 160 seems to return 30, everytime). However, on iOS, the z-axis seems to return a random number… I can’t see any pattern at least.

can you check the codebase and confirm, or tell me what the expected behaviour was suppose to be?

Thanks,

Galen

When you say you get differences between the desktop and iPhone are you referring to the editor running on the desktop? If so then this could be the result of a known bug where the editor reports the wrong screen size for the first few frames of execution. If you can establish that this is not the case then please file a new bug report for this issue (menu: Help > Report A Bug).