SphereCast not working?

I try to use a SphereCast for detection collision with some colliders but somehow I don’t get any collision. Adding a raycast with the exact same parameters than the SphereCast returns the collisions I am looking for…
So why doesn’t the SphereCast?

here is the code:

RaycastHit hit;
if(Physics.SphereCast(_LeftGestureCollider.transform.position,0.5f,_LeftGestureCollider.transform.right,out hit,0.2f))	
     {
	Debug.Log("SphereCastHit------------------------------------------------------------------");
     }

if(Physics.Raycast(_LeftGestureCollider.transform.position, _LeftGestureCollider.transform.right, out hit, 0.2f))
	{
	      Debug.Log("RaycastHit:---------------------------------------------------------------------"+ hit.collider.name);
	}

cheers

goTAN

Have you tried playing with the length and radius just to get a true result? Script reference shows a CapsuleCast in the example which is annoying.

I am a bit confused but I tested it 10 times, also with a completely empty project where I created a cube and casting a ray and a SphereRay at this cube. The cube has a box collider. When the isTrigger==true of this collider the SphereRay doesnt have a collision but the normal Ray does. When I turn off the trigger both rays (SphereRay and normal Ray) have a collision.

here is the code

RaycastHit hit;
if(Physics.SphereCast(new Vector3(0,0,0), 1, Vector3.forward,out hit,5))
   Debug.Log("HitSphereCast");

if(Physics.Raycast(new Vector3(0,0,0),Vector3.forward,5))
  Debug.Log("HitrayCast");

Which means: SphereCast doesnt work on colliders which have isTrigger==true;