I’m using this:
Collider[] cols = Physics.OverlapBox(worldPos, new Vector3(1.39f, 1.39f, 1.39f), Quaternion.identity, BuildingData.buildingMask);
to look at an area. It always works and has for days, but I’ve found that if I have a disabled MeshCollider on one of my walls (built using ProBuilder) it triggers the OverlapBox even though the collider is off. This is of course undesirable, and is why I turn the collider off in those cases (dummy wall that gets moved around before placement, half-transparent, all colliders disabled).
If I remove the MeshCollider completely it stops throwing the error even though there is a BoxCollider the exact same dimensions/position that never hits while disabled.
Logically I want to assume it’s something wrong with the way ProBuilder is handling the collider, but it shouldn’t matter when it’s clearly disabled… should it?