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Question by jpedretti · Jan 21, 2017 at 06:48 AM · rigidbody2dkinematicphysics2d.raycast

Use full kinamatic contacts don't work with Physics2D.Raycast Unity 5.5

I have a GameObject with a RigidBody2D marked as Kinematic and a BoxCollider2D with Is Trigger NOT checked. I don't want this object to make part of physics calculations during the loops, because I will control the movements and make collision checks manually on specific situations, using Raycast2D, so I unchecked the "Simulated" checkbox. But I want them to colide with each other, but as they are kinematic rigidbodies, I checked the "Use Full Kinematics Contacts".

With the configuration described, the Raycast2D don't work, the ray overlaps the BoxCollider, but but the RayCast2D returns zero collisions.

If I check the "Simulated" checkbox, it works.

Did I understand it wrong? the "Use Full Kinematics Contacts" really don't work with RayCasting?

 private RaycastHit2D ProcessRayCollision(List<Ray2D> ray)
     {
         for (int i = 0; i < ray.Count; i++)
         {
             //check all rays
             var raycastHit2D = Physics2D.Raycast(ray[i].Origin, ray[i].Direction, rayDistance);
             if (raycastHit2D)
             {
                 //Debug.Log("hit: " + raycastHit2D);
                 return raycastHit2D;
             }
         }
         return new RaycastHit2D();
     }

Thanks.

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