After having some problems implementing raycasting into my project, I decided to try running my project on another machine.
To my surprise, while raycasting would never produce a hit on a collider on machine #1, machine #2 would behave as expected.
I’ve confirmed that both have:
- The same version of Unity
- An exact copy of the project files
- The same version of Windows
The only difference I’ve been able to find is that machine #1 does not have onboard PhysX and #2 does.
Does Unity require your video adapter to have on-board physics acceleration to use raycasting?
No other physics features seem to be affected, and I would have assumed that Unity had a non-hardware fallback if it did use accelerated raycasting.
The answer to my original question is no.
Apparently, I had accidentally clicked the button to filter out all logging statements in the console, which was stopping me from seeing the debug statement that confirmed the raycaster was working.