I have projectiles. They use a raycasting collision system. They first jump forward a bit, then they take their previous location and raycast from that location to their current location, checking for terrain intersection. It works 95% of the time, but they still like to just slip through, and I have no idea why. I’m using regular Update for my code, FixedUpdate didn’t help. The projectiles move with transform.Translate. I tried using Time.deltaTime to make the speeds even regardless of framerate, but that didn’t help either. What might this be?
Ok I found the answer out myself, it’s kind of strange and I never thought about it until I took the time to really analyze the entire situation.
As it turns out, the smoke particles created by the projectiles and their explosions were intercepting the raycast, preventing it from hitting terrain at all while not registering as a terrain collision.