From RaycastModifier.cs
if (Physics.SphereCast(new Ray(v1+raycastOffset, v2-v1), thickRaycastRadius, (v2-v1).magnitude, mask)) {
You should use the non-alloc version. It’s a lot faster without the memory allocation.
From RaycastModifier.cs
if (Physics.SphereCast(new Ray(v1+raycastOffset, v2-v1), thickRaycastRadius, (v2-v1).magnitude, mask)) {
You should use the non-alloc version. It’s a lot faster without the memory allocation.