It seems that physics objects are not ready until one frame after Start is called.
Raycast will hit nothing in Start, but if I use a coroutine and yield one frame it hits.
This seems to likely be a bug or at least not the expected result.
Hi, which call are you using for a raycast? For physics raycasts you need this.context.physics.engine.<method_name>
But you’re right - in awake the physics collider haven’t been created since this happens in onEnable (called immediately after awake) - in start everything should be ready tho
Also I was wondering if you plan on adding boxcast, spherecast and other various shapecasting?
Right now I’m testing just using a box or sphere collider and translating from one point to another in a while loop and using the collider to detect all collisions. But I have a gut feeling this my have performance issues and is not the best way to do shapecasting.
Currently we have implemented sphereOverlap which might be useful already. Rapier (the physics engine that we’re using) does have other raycast methods and you could try using them directly until we have support in the engine: Scene queries | Rapier