Hello!
Raycasting a moving Rigidbody that’s interpolated seems to result in inaccurate hit detection. (See below for example)
It may be hard to tell, but you can see that part of the FOV mesh (the brighter bit) is overlapping with the object as it’s moving. Setting the interpolation to none resolves the overlapping issue but then the object is jittery as it’s moving. Extrapalate ends up similar to interpolate, but in the opposite direction or “underlaping”.
Is there a solution to this problem or am I going to have to just pick “the lesser of two evils” whatever that may end up being?
Edit: The Raycasts to build the mesh dynamically happen in LateUpdate