Hey everyone,
I’m working on casting a sphere using SphereCastAll.
This is my code:
RaycastHit[] sphereHit = Physics.SphereCastAll(position, 4.0F, direction.normalized, 1000.0F);
for(int i = 0; i<sphereHit.Length; i++)
{
print(sphereHit[i].transform.name);
}
It seems that only when there is a DIRECT hit (like a Physics.Raycast) do I get the list of colliders. If the collider is still within the radius of the spherecast, but not right in the middle, I don’t get any colliders. So basically, this is working for me just like a RayCast.
Anybody know why?
Thank you!!