Physics.SphereCastAll ignore objects in opposite direction?

Hi,

I’m using SphereCastAll to detect some objects in an explosion radius. It works fine for objects sitting in the cast direction, but objects on the opposite of the cast direction appear to be ignore, even when they do intersect with the cast sphere. Anyone seeing this as well? Is this expected?

A sphereCast is meant to go in a direction, to check if a sphere-shaped object can move along that path. The “ALL” just means it gives info about everyone it hit, instead of the first thing.

For an explosion, use Physics.OverlapSphere. There (is/was) a tiny bug that it can get some things a tiny bit too far away, but for an explosion, you’re probably checking Mathf.magnitude(transform.position - C*.transform.position) anyway, for amount of damage.*