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Crashing when using PhysicsBody's CheckOverlap
Describe the bug
When using PhysicsBody.CheckOverlap(PhysicsBody body) against a mesh related collider it causes an instant crash.
To Reproduce
- Make a script that checks if a body is overlapping nearby bodies.
- Make a mesh (probably with the Mesh/Block tool in the editor)
- Make a primitive and give it a Rigidbody.
- Make them overlap or just check it.
- Crash
Expected behavior
I don't believe it is possible to check for overlaps in this case (especially since Unity spits out a warning if you try to do something like this and returns false). However I don't think the engine should immediately crash when doing so. It should probably also return false and state that you cannot check for overlaps on mesh colliders.
Media/Files
No response
Additional context
No response