Collision BUG?

Hello,

here’s my problem:

I’ve a main character running with a Character Controller. Another character (an enemy) tries to puch him as he get closer.

I did the “punch” with a Physics.SphereCast from the enemy’s hand cast between the previous frame position and the present position (I calculate it in LateUpdate).

this collision test fails very often (the spherecast compenetrates the character collider with no collision detection) as if there was no colliders involved.

I don’t know if this could be a bug or I’m missing something.

Can anyone of you help me?

thanks

Anyone there?

By how much does it penetrate the character controller?

I ask because I have a problem with raycasts against a character controller - the outline drawn is not accurate for collision tests it seems - My raycasts only hit a smaller capsule area within the drawn capsule (gizmos on).
I think this is a problem with the PhysX engine rather than Unity directly

it penetrates totally the character controller and exits the other side…so no collision is detected even if the spherecast totally traverse the character controller.

I think there could be a issue with PhysX too.