Kinda a dumb question, but what would happen?
If it does collide with something, what normal would the raycast extract?
NOTE: The ray is pointing downwards.
Edit: Still wondering what normal will be extracted if anyone knows…
Example:
No collision detected, but raycast’s hit_from_inside
property may change that.
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So, when hit_from_inside is disabled, collision shapes are basically hollow with infinitely thin sides, correct?
Mathematically yes, because the raycast is looking for a contact point, not overlaps