Why doesn't Unity add the Physx Box cast to the API?

Unity uses Physx, it has a Box Geometry which can be used in collision tests and sweeps.

https://developer.nvidia.com/sites/default/files/akamai/physx/Manual/Shapes.html#simulation-shapes-and-scene-query-shapes

http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/classPxBoxGeometry.html

Unity has a 2D box/rectangle test Unity - Scripting API: Physics2D

So, Why doesn’t Unity add the Physx Box cast to the API?

If you want this feature support it here → http://feedback.unity3d.com/suggestions/add-physicsboxcast-physics

You know what - I just happened to watch Unite 2015 Boston Physics video in Youtube, there they mention that Physics.BoxCast and Physics.BoxCastAll will be in version 5.3 among other things.

Good find 42 minutes in he mentions Boxes coming to 5.3!

You could have provided a link :roll_eyes:

Arowx: I thought I’d tip you and let you do the rest :wink: - anyway couldn’t remember where it was, just knew it was mentioned.

@ Boxes should be on your Roadmap guys come on!

A BoxCast would really help my AI. Right now I’m having to make do with an approximate CapsuleCast, but a BoxCast should be cheaper and more accurate in my case.