When doing a Physics.SphereCast
, no matter what value is put in the center
, the cast always seems to cast from the world origin. Here’s an example:
We cast a total distance of 800
from the world origin, and the sphere radius
is set to 50
, so there should be no possible way that our collision point is at the world origin. But a quick check in the Debug Log confirms otherwise…
Is this a bug? Or am I not doing something right?