Physics2D.CapsuleCastAll
Physics2D.CapsuleCastAll documentation says that "The colliders in the array are sorted in order of distance from the origin point"
but my result rotates regardless of distance. please help solve the problem
public void Update()
{
RaycastHit2D[] raycastHit2Ds = Physics2D.CircleCastAll(transform.position, int.MaxValue, Vector2.right,0);
}
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