Raycast is not respecting geometry of mesh

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!

I want my projectiles to be able to go through the geometry of this mesh. For some reason however, it is stopping in the empty middle part.

  1. What is the issue? Include screenshots / videos if possible!
    The system I use for my projectiles has it casting a ray between the previous position of the projectile, and the current one, and detecting if it had hit anything from there to get the most precise hit position. As you can see in the video I have mesh decomposition on, so you can see the geometry properly, and it shows that the mesh is empty in the middle. I even have set the collisionfidelity of the meshpart to PreciseConvexDecomposition, and my character has the ability to walk through the middle of the meshpart.

  2. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    I’ve looked for solutions, specifically searching up why raycast seem to not interact with mesh geometry correctly, and I’ve come up short. Maybe I’m searching the wrong terms, so if anyone has any links to other topics that are similar, I would really appreciate that.

Found the problem. It was with the logic in my script, since I was doing both an overlap params check and a raycast check, but was accidentally using the same hit detection logic for both of them.

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