Spend a full day figuring out why on earth my ray casting stopped working suddenly.
It seems like for ray_cast to actually throw a ray_cast_response the collision object must not only be grouped with the correct group but also it need to mask some other group.
Even if ray_cast isn’t a part of a physics group itself the collision object doesn’t seem to exist if it is not masked with any other group.
So now I’m masking my collision object with a group called “fake” which is a group with no members. Weird but it doesn’t seem to work otherwise. Guess it’s a Box2D thingie?
At least it could be worth mentioning in the documentations
/A