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Question by shopguy · Mar 05, 2015 at 04:45 AM · physics2dphysics2d.raycast

Is Physics2D.raycastsStartInColliders new?

Based on this http://answers.unity3d.com/questions/129715/collision-detection-if-raycast-source-is-inside-a.html and a lot of other things I've read around the community, I thought you couldn't detect collision if a ray starts inside of the collider you want to detect.

Based on this, a setting I just came across, it seems like you can:

http://docs.unity3d.com/ScriptReference/Physics2D-raycastsStartInColliders.html

However, I'm still not seeing this behavior. Should I be now, with the latest 4.x version?

Also, should it apply to BoxCast (it isn't in my testing)? That is what I really want to use.

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avatar image shopguy · Mar 05, 2015 at 05:33 AM 0
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http://answers.unity3d.com/questions/894543/physics2draycastsstartincolliders.html

According to that, looks like new for 4.6.1. If anyone can improve the answer and confirm it actually works for them, and let me know if it does/should work for BoxCast as well, that would be awesome. It's possible I was on 4.6.0 last time I tested with RayCast, and my current code only uses BoxCast, so I'll have to retest RayCast, but I'd really like BoxCast to work.

avatar image shopguy · Mar 05, 2015 at 05:36 AM 0
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lol, I just saw v5 is out now, guess I'll not worry about v4... will go see how v5 handles all of this, and pray things are better now.

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