I came up with a problem with spherecasting when collider batching is turned on.
It detects only one object with collider batching and everything along the ray wihout it.Code:var count = Physics.SphereCastNonAlloc(object.transform.position, radius, Vector3.down, HitBuffer, depth, Layers.Server.Buildings);
Is there any way different way to use sphere casting with collider batching or it's not possible to do so?
Collider Batching & Sphere Casting
Discussion in 'Rust Development' started by VVoid, Mar 17, 2017.