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SphereCast returns randoms and 0s in the hit.point value which do not match the position that the ray was cast to

This could be due to an issue in our engine with sphere casting against colliders which are set to isTrigger = true;.

Possible solutions:

  • Change the collider to isTrigger = false; if possible.
  • Use a standard Raycast instead of a SphereCast.