This seems obvious to me, so maybe I am missing something?
I’d like to do a physics cast after a trigger hit to get contact data. Ideally, I would not need to hard code in the type(s) of cast when the trigger collider could be… anything.
This exists for Collider2D: Unity - Scripting API: Collider2D.Cast
However for some unspecified reason which also appears to be unknown to google, Collider’s (the 3D ones) do not have a similar method.
I suppose casting mesh colliders could be a performance pitfall, but I doubt PolygonCollider2D’s (which inherit Collider2D.Cast) are great either. I probably just want a sphere anyways but this is odd and annoying.