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Question by ofusion · Feb 24, 2016 at 10:01 AM · physics.raycast

Raycast problem, likely a Unity bug?

I have a character using CharacterController. I use a capsule collider to do damage detection. Every character has a different capsule collider radius, I adjust the radius in script on initialization. I find Physics.Raycast returns wrong result as shown in the following picture. alt text

My Character stands on a BoxCollider ground. The Raycast hitInfo returns correct hit point as shown in the pic, but returns capsule collider as hit collider.

raycast-bug.png (8.6 kB)
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avatar image Statement · Feb 24, 2016 at 10:05 AM 0
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Show us your code. With all due respect, most of the "Oh, Unity has a bug" is actually due to user program$$anonymous$$g errors.

avatar image ofusion Statement · Feb 24, 2016 at 12:52 PM 0
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             RaycastHit hitInfo;
             if (distance > 0 && Physics.Raycast(startTrace, direction, out hitInfo, distance, layer$$anonymous$$ask))
             {
                 if (hitInfo.collider != null)
                 {
                     impactInfo = ImpactInfo.Alloc();
                     impactInfo.HitCollider = hitInfo.collider;
                     impactInfo.HitObject = hitInfo.collider.gameObject;
                     impactInfo.HitLocation = hitInfo.point;
                     impactInfo.HitNormal = hitInfo.normal;
                     impactInfo.RayDir = direction;
                     impactInfo.StartPosition = startTrace;
                     impactInfo.ActorLayer = impactInfo.HitObject.layer;
                     impactInfo.Distance = hitInfo.distance;
                     impactInfo.HitGroup = EHitGroup.Default;
                     impactInfo.HitPhysic$$anonymous$$aterial = hitInfo.collider.material;
                     return true;
                 }
                 return false;
             }

Code is simple. I will try to reproduce it in a simple project.

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