If a collider is concave, how can I see if a raycast hits it multiple times?
1 Answer
1Could brute force it: ray cast from the opposite direction to find where the ray “comes out.” Then creep from start to end with lots of length 0.1 casts (or however long the smallest concavity is.)
Better solution might be to slice the collider into several convex ones (would have to not be part of same parent?) then just do raycastAll.