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Hey Everyone. Thank you for reading my question. I am trying to use Physics.SphereCastAll with trigger colliders and I am getting unexpected results. I saw this post: And I think that I might be having the same issue, but want to make sure I am not doing something dumb. My raycast line looks like this: RaycastHit[] hits = Physics.SphereCastAll(worldPosition, 1, new Vector3(1,1,1)); I get NORMAL results when I use ONLY SPHERE COLLIDERS set as triggers. Every other kind of collider will not be detected. Strange eh? If I add a capsule/box/mesh with collider in the scene and raycast on the capsule, it never is detected. Yes, I have checked "Raycast Hit Triggers" in Project->Phyiscs. Any ideas? Thank you in advance.
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If anyone is looking for this, I never could get it to work. I ended up using "OverlapSphere" even though its not as accurate b/c it only tests bounding box areas. For my purposes however, it worked fine.
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