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Question by etaxi341 · Apr 30, 2016 at 06:32 PM · physicsraycastspherecasthit.pointspherecastall

SphereCastAll hit.point are allways zero

Hey guys. I tried using SphereCastAll and everytime I want to get the hit.point of these Casts it returns a Vector of zero

         float attractDistance = 10f;
         Ray ray = new Ray(transform.position, Vector3.forward);
         RaycastHit[] possibleAttractors = Physics.SphereCastAll(ray, attractDistance, 0.0f);
         foreach (RaycastHit hit in possibleAttractors)
         {
             print(hit.point);    //Returns (0.0, 0.0, 0.0)
         }

Thanks

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Answer by andrew-lukasik · Jun 15, 2018 at 03:44 PM

Notes: SphereCast will not detect colliders for which the sphere overlaps the collider. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.

Physics.SphereCast

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