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Question by Chiodo · Oct 29, 2012 at 12:45 PM · raycastcollidersphere

SphereCastAll doesn't works

Hi, I'm trying to use a sherecast but I've some problems... My scene is just a cube and a sphere. The sphere is a moving object and it should get the cube's collider when it's in range.

 void Update () 
 {
     Vector3 pos = transform.position;
     pos.x += Mathf.Lerp(Time.deltaTime,defaultX,defaultX - 10.0f);
     transform.position = pos;
             
     RaycastHit[] hits = Physics.SphereCastAll(transform.position,radius,transform.right,0.0f);
     foreach(RaycastHit hit in hits)
     {
         print("Hit: " + hit.collider.name);
     }
 }

The cube has a collider that is NOT a trigger (according to the documentation). I'm expect to get the cube hitted by the spherecast but it doesn't happen. Any ideas?

Cheers

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Answer by hoffmanuel · Oct 29, 2012 at 12:53 PM

have you tried altering the last parameter of the SphereCastAll function to a non-zero value?

eg:

 Physics.SphereCastAll(transform.position,radius,transform.right,radius);

the last parameter should mark the distance property to the function. give it a try :)

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avatar image Chiodo · Oct 29, 2012 at 02:17 PM 0
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That way you're moving the sphere along the x axis. I tried but doesn't work. $$anonymous$$aybe should I enable some setting somewhere?

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