I’m finding it difficult to understand why a tolerance would be that useful for region queries (I assume by “region queries” you’re referring to GetPartsInPart and the other spatial queries). If you want to include parts in your region that are not quite inside it but are close enough, you can simply expand your region/part. This requires minimal effort.
Shapecasts are what really need a tolerance/margin feature, and it seems they’re not getting that, considering they don’t use OverlapParams. The lack thereof makes them flawed, as you acknowledged over a year ago:
This flaw makes Shapecasts effectively useless for many use cases, like custom kinematic character controllers, for example, because you won’t be able to detect a wall if your shape/collider is hugging it, and you’ll just walk straight through.
Can we have any hope of seeing a margin/tolerance added to Shapecasts anytime soon? Possibly without having to wait another entire year?