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Question by joeyzhao2018 · Nov 24, 2021 at 01:58 PM · physics2dboxcollider2d

Is Physics2D BoxCast accuracy influenced by tranform.scale ?

Replication steps

  • Create two empty game objects with any sprite.

  • Scale should be (1,1,1) by default.

  • Add a BoxCollider2D to each of the game object.

  • Add following Mover.cs script to them and assign their own BoxCollider2D to the property.

  • Drag one game object to the left and one to the right. y axis values are the same. Assign 1 as the X_dir property to the object on the left and -1 to the object on the right, i.e. let them run toward each other.

  • In Edit / Project Settings / Physics 2, turn off Queries Start In Colliders

Script

 public class Mover: MonoBehaviour 
 { 
     public BoxCollider2D boxCollider;
     public float x_dir;
     protected virtual void Start(){
         boxCollider = GetComponent<BoxCollider2D>();
     }    
     protected void FixedUpdate()
     {
         UpdateMotor(new Vector3(x_dir, 0,0));
     }
 
     protected virtual void UpdateMotor(Vector3 input)
     {
         Vector3 delta = new Vector3(input.x * Time.deltaTime, input.y * Time.deltaTime, 0);
        
         RaycastHit2D hit = Physics2D.BoxCast(transform.position, boxCollider.size, 0, new Vector2(0, delta.y), Mathf.Abs(delta.y));     
         if (hit.collider == null) {
             // Make this thing move
             transform.Translate(0, delta.y, 0);
         } 
         hit = Physics2D.BoxCast(transform.position, boxCollider.size, 0, new Vector2(delta.x, 0), Mathf.Abs(delta.x));
         if (hit.collider == null) {
             // Make this thing move
             transform.Translate(delta.x, 0, 0);
         } 
     }
 }


Expected Behaviour

The two game objects will be blocked and stop before colliding into each other.

The problem

If we change any of the game objects' scale to , say (2,2,1), they will run over each other and continue.

Question

Does this imply the method Physics2D.BoxCast is inaccurate with scale changed?

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