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Question by Neirokan · Jul 18, 2016 at 02:26 PM · c#physicsraycast

Physics.SphereCast depends on Debug.DrawRay

Hi,

I'm working on a little game with the ball in labyrinth. I decided to make my own physics for the ball. The problem is the detection of a collision with the ground. At first I just used Physics.Raycast, but I have a place where ray does not detect a collision. So I decided to use Physics.SphereCast. But it is not working properly. If you set maxDistance normal, it does not detect a collision, if more, my ball just fly. Now I decided to use Debug.DrawRay, to watch when SphereCast hits to the ground. The most unexpected is that SphereCast started working properly. However, when I remove DrawRay function, SphereCast again begins to make mistakes. So can anybody help me with this? Using of DrawRay function is not what I want. :(

There can be mistakes, because my English is not very good, and I used Google Translate, so sorry.

That's part of the code on C# that I use.

 float radius = GetComponent ().radius * transform.lossyScale.y;
 Vector3 direction = Vector3.up * gravityPower / 10; //gravityPower = -10, but it can be +10
 Debug.DrawRay (transform.position, direction * radius, Color.red, 3);
 if (Physics.SphereCast (new Ray (transform.position, direction), radius, radius * 0.1F))
     velocity.y = 0;
 else
     velocity.y += gravityPower / mass * Time.fixedDeltaTime;

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avatar image Neirokan · Jul 18, 2016 at 02:31 PM 0
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Okay, I found that if I will move the start of SphereCast in the opposite direction, then it will work. However, I still wonder why DrawRay have so much influence on the result.

avatar image NickWu · Jul 18, 2016 at 04:36 PM 0
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I tested out your code and it works for me.

https://youtu.be/$$anonymous$$XdlS9xStPg

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