1. I came up with a problem with spherecasting when collider batching is turned on.
    Code:
      var count = Physics.SphereCastNonAlloc(object.transform.position,
      radius, Vector3.down, HitBuffer, depth, Layers.Server.Buildings);
    
    It detects only one object with collider batching and everything along the ray wihout it.
    Is there any way different way to use sphere casting with collider batching or it's not possible to do so?
     
    Last edited by a moderator: Mar 17, 2017
  2. If you're referring to getting the individual entities from a MeshColliderBatch, this can be done by accessing the private meshLookup field on the batch, and looping through the MeshColliderLookup.LookupEntry entries in meshLookup.src.data.