With default CollisionMargins and just switching out Broadphase for the Space, like so:Code: Select allscene.BroadPhase.RayCast(origin, direction, 1000, true, hitEntities, hitLocations, hitNormals, hitTimes)You should see the rayhit obey the margin. The fact that it was being passed false by the sp...
It turns out there's a bug in the space's raycast that queries the broadPhase without margins regardless of what you put into the method for the withMargin parameter. You can work around this by using the Space.BroadPhase's RayCast method directly. It's the same method that the Space uses internall...
Raycasting should work fine for that size- that type of raycasting is done all the time in the demos though without issue. How often does it seem to happen? If you have a simple reproducible case, I could use the setup code/sample ray test to get more information. Well I send you my code. Hmm.. att...
-What are the dimensions of the boxes involved? Extremely large dimensions could cause problems for the raycaster. Its just have size Vector3(1, 1, 1) Physic and drawing is correct proceed with this code, only the raycasting have trouble. -What about first question -(What is a correct algorithm to ...
Hi. Im new in bepu and I have problems. I create a scene with static floor and few cubes. And im trying apply shoot on cubes using RayCast like this List<Vector3> hitLocations = Resources.GetVectorList(), hitNormals = Resources.GetVectorList(); List<float> hitTimes = Resources.GetFloatList(); List<E...