Raycast not hitting ProBuilder Mesh Collider

Hours of googling to no avail.
I have a level imported in and I’ve checked “Generate Colliders”. This means I’m using a Mesh Collider (NON-Convex) and I can’t use any other type of collider. And when I use my raycast it doesn’t detect the level as existing.

EDIT:
After narrowing further I’ve discovered that it’s ProBuilder. My level mesh was generated using ProBuilder and I’ve checked “Generate Colliders” but still the ray passes through it. After testing normal mesh collider’s the ray does indeed hit them

public Transform point;
Ray ray = new Ray(point.position, point.forward);
            Transform hitTransform;
            Vector3 hitPoint;

hitTransform = FindClosestHitObject(ray, out hitPoint);
            if (hitTransform != null)
            { // If we hit something
                Debug.Log("Hit: " + hitTransform.name);
            }
float maxRange = 10f;
Transform FindClosestHitObject (Ray ray, out Vector3 hitPoint)
    {
        RaycastHit[] hits = Physics.RaycastAll(ray);

        Transform closestHit = null;
        float distance = 0;
        hitPoint = Vector3.zero;

        foreach (RaycastHit hit in hits)
        {
            // If this thing we hit is not us and we haven't hit anything else or this is closer than the last thing we calculated for
            // and if this is within range to even hit whatsoever
            if (Vector3.Distance(hit.transform.position, transform.position) <= maxRange &&
                hit.transform != this.transform &&
                (closestHit == null || hit.distance < distance))
            {
                closestHit = hit.transform;
                distance = hit.distance;
                hitPoint = hit.point;
            }
        }

        return closestHit;
    }

Any and all help is appreciated as the bullets being able to hit the walls of the map is pretty important.

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I don’t understand, when you say imported the level do you mean that you’re using the results of ProBuilder’s “Export to Obj”?

If I were to take a wild guess, it would be that you’re casting the ray from inside the collider, which does not work.

1 Like

you just saved me. I was having this exact problem, but when I double checked, I was casting from just beneath the surface of the ground.