Is this behaviour of Physics.SphereCast correct? I mean, it seems that SphereCast casts starting from the circumference, not the center of the sphere.
For example if you add a sphere to a game object and try this code
you obtain this result:
Since i want to find all the contact points of a sphere (without using a collider) is there a way to do this using spherecast? To be clear, i want to do something like this:
UPDATE 11/10/2010 corrected the esposition
There are several things wrong with this question:
Whatever it is that you consider "expected behaviour" seems to be mistaken. Perhaps you should explain what it is that you expect to happen. A sphere of radius 0.5 cast a distance of 0.5 in a direction should hit any colliders whose exteriors are positioned between position 0.5 and 1.0 on that axis and whose exteriors are facing the object.
This is what your spherecast is doing: