Capsule collider issue

Hi all, there is a problem with capsule collider and raycast.

We add a capsule collider to the bone “Bip01” in a character.
We use Physics.Raycast(ray from mouse screen postion) and the capsule collider to check that whether the mouse is point to the character.

When character do some animations(when Bip01 has rotation), sometimes Physics.Raycast returns true where the ray shouldn’t intersect the capsule collider.

If we modified the animation that Bip01 has no rotation, raycast result is correct.
If we use box collider instead of capsule collider, raycast result is correct.

Is something we did wrong?

Thanks

I get the opposite, where raycasting at a capsule will not work, often. Are they just buggy and to be avoided?

We were having the same issue with capsule colliders being apparently hit by raycasts which did not actually hit them. I switched them to box colliders and it seems to be fixed …

Definitely never using a capsule collider again, this was a nightmare to try and diagnose.

this is a nightmare to mee too! thank god i found this post because i would continue messing around without getting any progress