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Question by wojciechsura · Jun 07, 2018 at 12:08 PM · collision detectionraycastall

RaycastAll vs Collider.Raycast gives different results

RaycastAll is supposed to return all objects on the path of the ray for specified distance, right?

 RaycastHit[] hits = Physics.RaycastAll(ray, float.PositiveInfinity);

 // DEBUG
 string debug = "Raycast all gave " + hits.Length + " hits:";
 for (int i = 0; i < hits.Length; i++)
     debug += hits[i].collider.gameObject.name + "; ";
 Debug.Log(debug);

 var colliders = GameObject.FindObjectsOfType<Collider>();
 foreach (var collider in colliders)
 {
     RaycastHit temp;
     if (collider.Raycast(ray, out temp, float.PositiveInfinity))
     {
         Debug.Log("Manually verified, that ray hits " + collider.gameObject.name);
     }
 }

 // END DEBUG

On some occasions, I'm getting:

 Raycast all gave 1 hits:MissileExplosion(Clone);
 Manually verified, that ray hits MissileExplosion(Clone)
 Manually verified, that ray hits Falcon(Clone)

Shouldn't RaycastAll return the same set of results? What may cause that? Is it a bug in Unity?

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Answer by wojciechsura · Jun 13, 2018 at 07:31 AM

I filed a bug report and Unity QAs managed to reproduce it. It have been sent do Unity devs and hopefully will be fixed in upcoming release of the editor.

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Answer by SofiaFeist · Apr 03, 2020 at 08:53 PM

Apparently, the bug still hasn't been fixed because I'm getting the same error...

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Answer by kankane · Jun 24, 2020 at 05:34 PM

I am having the same problem in 2019.3. Is there a way to check bug reports and see if it's still open?

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