Hi,
I encountered a case where a Unity.Physics.CollisionEvent is raised every frame, while PhysicsWorld.CalculateDistance(distanceInput, ref collector) does not return any hit.
To give a bit more context, I am currently playing with Rival, and I move my character (capsule collider) close to a cube and encounter an edge case. The character (kinematic) stop in place when coliding with the cube (expected behavior) and I stop moving the character at all.
At this point I have a ICollisionEventJob that triggers a collision between the character and the cube every frame. Nevertheless, inside Rival character controller, there is a a call to PhysicsWorld.CalculateDistance (with a max distance of 0) which returns only the collision with the character itself.
Increasing the max distance to something like 0.001 actually make PhysicsWorld.CalculateDistance return a second collision.
I would expect consistency between the two. Am I missing something ?