I would like to do a circle cast like what is offered in unity 2d, but done in 3d.
a 2d circle being cast form a position in 3d space towards a direction in 3d space
Edit:
this is to check the the points (plural) that you would have a tire collide with the ground, the tire visual is sort of not relevant to this point
I guess this can be done with a sphere cast and for each collision you would have to do a dot product of the direction that you cast and the vector going from the start of the cast to the hit position and seeing if that has an angle offset but I don’t like this approach
It sort of looks like a check to see if a player has placed a tire at the right location and angle. If so, a sphere collider would totally suffice. Additionally you could do a check to see if the tire is rotated accuratedly before “accepting” it and snapping it onto the axle.
I think generally you’ll get best results with a sphere collider. Assuming the axle’s forward points outwards perpendicular to the circle plane, then you’d only need to check for Z coordinates deviating by a certain threshold.
this is to check the the points (plural) that you would have a tire collide with the ground, the tire visual is sort of not relevant to this point, I edited the question
sorry I should have attached this before: