I’ve ran into a strange problem. I’m making a 2d game where I want to do a spherecast and apply a force to all objects hit. The problem I’m running into is that if an object’s rigidbody has both its x and y rotations constrained, which is what you would want in a 2d game, Physics.SpherecastAll does not seem to detect that object. If only x or y is constrained it works fine.
Is this a bug or what is going on?
Currently I’m using RaycastAll which works even if both rotations are constrained but I’d like to be able to use SpherecastAll.
Just to be clear I’m still on Unity 4.2.2 and using 2dtoolkit, not the native 2d features in 4.3.