Unity: How many Raycasts per Sphere Collider?

I understand that a simple sphere collider in Unity is a raycast in all directions with a certain length. How many Raycast events does a sphere collider trigger? At what degree increments are the rays cast?

• Can you cite a source for your understanding that a sphere collider is a raycast in all directions? This would be a very strange way to implement this collision primitive. Commented Nov 6, 2018 at 11:02
• Sorry, just some guy on gamedev. I wouldn't know who anymore. Commented Nov 6, 2018 at 11:29
• I'd caution against trusting such hearsay. There's a lot of superstitious claims out there about gamedev generally and Unity in particular that don't stand up to experiments in practice. Commented Nov 6, 2018 at 11:35
• Sphere colliders are not a finite number of raycasts. They're calculated as a distance. If you subtract a sphere collider's radius and add that radius to all other colliders, the sphere can be treated as a point object (which is far, far faster to compute). Commented Nov 6, 2018 at 15:48
• Welp.. If someone wants to edit the question, go ahead. Otherwise it seems like I gotta delete it. I wanted to program a cone shaped collider myself using raycasts and I wondered what would be faster, a few raycasts or a sphere collider with an angle. I guess I'll just test it. Commented Nov 6, 2018 at 22:08