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Question by moscacrackreina · Jul 06 at 04:30 PM · pathfindingnormalshitspherecastspherecastall

How I make the SphereCastAll work correctly?

Hello! I am making my own A* Pathfinding Script with the tutorial of Sebastian Lague, when I finished the first episode I added a third dimension and it worked well. But then I wanted to make a SphereCastAll to detect the normals when it collided, and whit hit see if is close to an vector3.up save them as "passable". And it seemed it worked because the cube drawen gizmos of the floors of my probuilder doesn't showed up. But then I discovered that the sphere doesn't capture all the mesh. I think is for the direction vector value. Some of the code here:

                 RaycastHit[] hits = Physics.SphereCastAll(worldPoint, nodeRadius, Vector3.up, nodeRadius, unwalkableMask);
                 
                 if (hits.Length > 0) {

                     walkable = false;
                     List<Vector3> mynormals = new List<Vector3>();
                     
                     foreach (RaycastHit hit in hits)
                     {
                         mynormals.Add(hit.normal);
                     }

                     passable = ContrastVectors(mynormals);
                 }
                 
                 grid[x, y, z] = new Node(passable, walkable, worldPoint);
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