calc a ColliderDistanceInput with BoxCollider to a plane, the CalculateDistance return only one DistanceHit, and also the hit.Position is not stable, what i want is: it will return 8 hits (every vertex in a boxcollider), so i can use the hits to acheive something like “conform a box onto a wall” like function.
While I am not sure whether in works like you want, but it sounds like you should give the MeshCollider a try. Bounding Volumes usually not return multiple hits, while a MeshCollider for your box can do that, at least when a raycast crosses the box. But I am not sure what happens in your plane to box collision scenario and whether it really returns 8 hits or not.
thx, but that’s not viable, because the collider i cast might be any type. (a building system like valheim), right now i have a workaround, but it’s really dirty and limited, i retrive all vertices of the convex hull, and then cast the verts myself.