Maybe i m missing somthing but Physics.RaycastAll seems to change the range somehow on its own.
for(var i : int = 0; i < 128; i++){
for(var k : int = 0; k < 128; k++){
if(container.d2[i,k]==houseint){
hits = Physics.RaycastAll(Vector3(i,k,0),Vector3(i,k,128),128); // tried also Mathf.Infinity for the range
print(hits.Length);
for(var j : int = 0; j< hits.Length; j++){
container.d4_bool[i,k,parseInt(hits[j].point.z+0.5),0] = true;
print(i+"x "+k+"y "+parseInt(hits[j].point.z+0.5)+"z ");
//print(hits[j+1].point); got the expected out of range error
}
}
}
}
And here the Different resaults:
somehow it got right:
and the wrong one:
any idea why this is happening?
ok let me try to explain the problem in a other way:
I want to scan witch the Physics.RaycastAll methode, in the end i need a array in wich is each hit sorted by the x,y,z cordinates . but for some reasons the racast changes the range. I m thinking about doing that with a trigger but i m not sure if thats a fast way to do it and raycast should in my understanding do the job.
if Physics.RaycastAl isl buged maybe you know a alternitive.
(sorry for the dopple post)
This line confuses me about your code:
hits = Physics.RaycastAll(Vector3(i,k,0),Vector3(i,k,128),128);
Raycast all is a “Ray” cast, a Ray, is defined as an origin and a direction. It appears that you are trying to think of it as a Linecast.
var origin = Vector3(i,k,0);
var dest = Vector3(i,k,128);
var direction = (dest - origin).normalized;
hits = Physics.RaycastAll(origin,direction);
oh thats it! I must been blind 
i m using now:
hits = Physics.RaycastAll(Vector3(i,k,0),Vector3(0,0,1),128);
thx for the help!