I’m trying to use a boxcast on a beam weapon of width > 0. Using a raycast for this beam test works correctly, but the BoxCast returns zero results.
I’m not using any depth, distance, or layermask filters.
colCountRay = Physics2D.BoxCastNonAlloc(e.pos, Vector2.right, 0, Vector2.up, collsRay);
colCountRay = Physics2D.RaycastNonAlloc(e.pos, Vector2.up, collsRay);
I’m using this script to visualise the box cast and it’s overlapping correctly…
I’ve used boxcast before in another game so I’m completely stumped here! All the tested objects have 2D colliders and a kinematic rigidbody.