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Sep 30, 2022 at 19:26 answer added Gerrit Begher timeline score: 2
Sep 30, 2022 at 19:02 comment added DMGregory I'm not aware of a rigidbody-level solution offhand. I'd recommend posting an answer showing a solution with Collider2D.Cast for now, and see if any other suggestions arise.
Sep 30, 2022 at 18:56 comment added Gerrit Begher Lovely! This should solve it. I did not know that the colliders themselves also have the Cast method. (But out of curiosity: Is it possible to solve it at the level of the Rigidbody? The use case would be: The intended collision shape is a composite of several colliders, the intended hitbox is a composite of other colliders. Of course I could then do a foreach and cast all the hitbox colliders but it'd be great for my understanding if there's a top-level solution).
Sep 30, 2022 at 18:46 comment added DMGregory Have you considered using footCollider.Cast() instead of rigidbody.Cast()?
Sep 30, 2022 at 18:44 history edited DMGregory CC BY-SA 4.0
Clarifying title
S Sep 30, 2022 at 17:54 review First questions
Oct 4, 2022 at 12:35
S Sep 30, 2022 at 17:54 history asked Gerrit Begher CC BY-SA 4.0