Thick Raycast on Grid Graphs seems to not do anything

Hi there.

On Grid Graphs, there is a setting under the collision module to use Thick Raycast (Spherecast). This is functionality that we want, as we are dealing with an issue where the scanner is hitting seams between colliders with the Raycast and not properly finding some of our ramps.

I have implemented this functionality myself inside of the GridGraphScanData class (wasn;t hard), but I wanted to track down what this exposed parameter was doing, and the answer seems to be … it’s not actually used? It is used to set finalRaycastRadius inside of GraphCollision, which is only referenced from inside of CheckHeight, which itself is only referenced from a different signature for CheckHeight, which has no references.

I have hijacked this parameter for my purposes, but I just wanted to make sure that I haven;t somehow missed something. Is this just unused currently? Is the functionality to use Spherecasts for the Height Testing something that is in the works for a future revision?

Thanks,
Chris.

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Interesting find! I’ll tag @aron_granberg on this and see if he’s aware of this/if it’s intended. Thanks for letting us know :slight_smile:

Thanks.

No… It seems I forgot to implement this when I switched to a burst-powered grid graph scan…
I’ll make a note of it.

While we’re on topic of GridGraphScanData, I also would like to report that Capsule and Sphere jobs are not Bursted in Unity 6, because they’re under #if UNITY_2022_2_OR_NEWER && UNITY_2023_3_OR_NEWER && UNITY_HAS_FIXED_MEMORY_CORRUPTION_ISSUE, which fails in Unity 6…