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Question by ertsnom99 · Aug 19, 2019 at 05:36 AM · collider2dcastpolygon collider 2d

Collider2D.Cast doesn't detect some parts of my composite collider 2D

Hi

I'm doing a cast with a 2D collider in some of my scripts. I recently fixed a detection issue by changing the Geometry Type setting of my Composite Collider 2D to Polygons.

Now, when I do a cast with my 2D Collider, I don’t detect some parts of the Composite Collider 2D! If I got deeper, I instead detect some other part.

Here are two examples where I cast a 2D box towards the bottom, just a little bit, and I draw the normal multiplied by 1000 (in each of them, the box is clearly going threw the ground):

alt text

alt text

I also did a test to see if the same issue happens when I use OverlapCollider with trigger colliders. This issue doesn't happen with them.

Here is the code I'm using to test all of that:

 private void Awake()
     {
         ContactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(gameObject.layer));
         ContactFilter.useLayerMask = true;
         ContactFilter.useTriggers = false;
     }
 
     private void FixedUpdate()
     {
         HitBuffer = new RaycastHit2D[16];
         int count = Collider.Cast(Vector2.down, ContactFilter, HitBuffer, 0.02f + ShellRadius);
 
         foreach (RaycastHit2D hit in HitBuffer)
         {
             if (hit.collider)
             {
                 Debug.DrawLine(hit.point, hit.point + hit.normal * 100.0f, Color.red);
             }
         }
         
         Collider2D[] triggerColliders = new Collider2D[4];
         Debug.Log(Trigger.OverlapCollider(ContactFilter, triggerColliders));
     }

Is this a bug from Unity? I tried tinkering with settings, but I can't find a way to fix this.

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02.jpg (31.3 kB)
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