Hey guys.
I tried using SphereCastAll
and every time I want to get the hit.point
of these Casts it returns a Vector of zero
float attractDistance = 10f;
Ray ray = new Ray(transform.position, Vector3.forward);
RaycastHit[] possibleAttractors = Physics.SphereCastAll(ray, attractDistance, 0.0f);
foreach (RaycastHit hit in possibleAttractors)
{
print(hit.point); //Returns (0.0, 0.0, 0.0)
}
Thanks
Sorry for this, but I'm horrible at scripting, could you provide with a script or link ti script please if possible, thanks!
– Nicolella