Issues with matching voxel grids in physical and parallel world

I have bumped into a strange issue: In the physical world, I have a voxel grid (implemented with a G4VNestedParameterisation) with a G4VSensitiveDetector attached to it. Adding a parallel world containing a voxel grid which exactly matches the physical world voxel grid causes the G4VSensitiveDetector to give wrong results. Offsetting the parallel world voxel grid a bit fixes the problem.

Is this a known issue? Does the navigator get confused because of that?

Thanks to @allison for motivating me to look into this issue.

I filed a bug report:

in your bug report, you asked if the issue is known and has been fixed:

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Thank you! It looks like we bumped into the same issue. Good to know it’s fixed.