To reproduce what’s seen in the video, just use Spherecast to cast a sphere, and move a part around, such that it intersects the cast (and place a part at the position of the RaycastResult so you can visualize the intersection).
It seems to be a bug with spherecast, or it’s something that is not documented.
If there’s a wall close to the spherecast it would literally not detect any hit at all, it doesnt depend on the distance to the wall it just seems to be really specific “dead spots” where it wont detect basically anything, the way I got these spots was by raycasting and reflecting a sphere multiple times
Here’s a video
Here’s a place with one spot I found, the script runs and prints the result (nil) SpherecastBug.rbxl (86.8 KB)
if it’s not a bug then Im not really sure why this happens
It’s been released and you can use it. Allows you to cast a shape represented by a support BasePart, which means you can cast CSG Unions, MeshParts, regular Parts, etc.
I assume generalized shapecasts would be slower perfomance wise, compared to sphere and block casts, and i think they both work in a similar way (shapecasts could be just a tiny bit more accurate) so just use block/sphere cast if you plan to use block/sphere mesh cuz the perfomance trade off is not worth it
could change in the future tho
i found a vulnerability to the sphere cast, if you can get the camera just right, the sphere cast does not collide with the floor but rather goes through it
other than that it works