Spherecast Missing Hit?

Howdy, am I using spherecast in the wrong way?

Physics.SphereCast (FloorColliderRef.center, FloorColliderRef.radius -0.05f , Vector3.down, out circleSweepFloor, FloorColliderRef.radius + 1, floorLayerMask.value)

I have a floor collider at the feet of the character, and I want to detect the floor below it which has a floor mask. If I use a standard raycast, it finds it with no problem.

Now, I know there is lots of solutions for this, but for my particular needs, spherecast would work best. I specifically need to know, if I am using spherecast in the right way. Right now, I am trying to use it to see if the spherecast collides with the floor layer and I am using it as a boolean. IE:

if(Physics.SphereCast (FloorColliderRef.center, FloorColliderRef.radius -0.05f , Vector3.down, out circleSweepFloor, FloorColliderRef.radius + 1, floorLayerMask.value)) { yada...

Thanks for the help!

I can’t tell from your code but it looks like you are starting the spherecast from within the floor - if you’re using spherecasts it would make more sense to start it from a higher position so it’s starting from a point where it isn’t colliding with anything.