How to make Spherecast include parts that's initially in the sphere?

To test my hit system, I allow my weapons to hit myself.
Recently I’ve switched from GetPartBoundsInRadius to a Spherecast with a CollisionGroup filter for efficiency.

A strike is now a spherecast from multiple between multiple points as seen below:

Sadly, Spherecast doesn’t hit me at any of these points, even though you can clearly see how the capsule is going through me at multiple occasions. This is because I’m either initially inside the starting sphere, or outside the ‘capsule’.

How do people solve this?

Am I forced to do multiple collision checks using Spherecast AND GetPartBoundsInRadius just to get the actual results of my Spherecast?

Sadly that how raycasting works;
You can try using https://create.roblox.com/docs/reference/engine/classes/WorldRoot#GetPartBoundsInRadius
Right before raycasting.

Raycast ignores the parts that are initially in its bound, so the only way for detecting yourself in this case is using WorldRoot:GetPartsBoundInRadius as @Yarik_superpro said