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Question by Owuoa · May 31, 2021 at 07:50 PM · collision2dcircle

CircleCast avoid hitting tangents.

If you do a Physics2D.CircleCast() such that the circle is exactly sliding along a collider, it will hit that collider. I need some way of filtering out such hits, but cannot figure it out.

I have tried making the collider a tiny bit smaller, and moving it that difference longer, but this causes more problem than it fixes.

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