My problem is simple I’m using using:
if (Physics.BoxCast (position, new Vector3 ((objectToSpawn.transform.localScale.x / 2), (objectToSpawn.transform.localScale.y / 2), (objectToSpawn.transform.localScale.z / 2)), Vector3.zero, out hit)) {
}
To try to detect obstacles, but no matter where the cast is it always returns false and the hit is always null.