[Solved] Physics.CheckCapsule with hit info.

Hi everyone,
I’m currently trying to do a sweep test with a capsule using Physics.CheckCapsule, but I’ve run into the limitation (that many people have) where the check capsule check does not return any information about the collision. To get around this I was considering using a series of raycasts which, while not as accurate, will probably serve my purpose. My question was, however, was how other people dealt with this situation?

I’ve done due diligence searching the forums and answers page but I haven’t found any alternate solutions. What have you guys been doing?

-Howard

For the time being, I think the only way to go is to check all candidate objects to determine their distance from a line segment. However, you might be interested to know that a CapsuleCastAll function is available in Unity 3.0. This returns all colliders that fall within the capsule in a similar manner to Physics.OverlapSphere.

Thank you!