Hey Everyone. Thank you for reading my question.
I am trying to use Physics.SphereCastAll with trigger colliders and I am getting unexpected results. I saw this post:
And I think that I might be having the same issue, but want to make sure I am not doing something dumb.
My raycast line looks like this: RaycastHit[] hits = Physics.SphereCastAll(worldPosition, 1, new Vector3(1,1,1));
I get NORMAL results when I use ONLY SPHERE COLLIDERS set as triggers. Every other kind of collider will not be detected. Strange eh? If I add a capsule/box/mesh with collider in the scene and raycast on the capsule, it never is detected.
Yes, I have checked "Raycast Hit Triggers" in Project->Phyiscs.
Any ideas? Thank you in advance.