If both the from and to position on a raycast is within a collisionobject, a ray_cast_response for that collision object is never triggered, which I think it should (allthough I happily confess I am not 100% sure and there might be a very good rationale behind not doing so)
Yes, I think any collision has to happen across the hull of the object. If you put a small collision shape totally within a large no collision happens either.
I don’t know atm if there is a plan on how to deal with this but we’ll look into it.
The problem in this specific case is we have bombs that go off and send a ray to see if there is a wall between the player/enemy and the bomb. Now if you stand close enough the ray will never hit and you won’t get hurt. In this case, solving the issue where a ray not colliding with anything should also send some kind of message would be enough (and that is actually a more high priority issue).
Ray cast miss messages is in the backlog if I’m not mistaken (don’t have access right now to check).
Yes this is a prioritised feature in our backlog. Thanks!
The ray cast miss message has finally been added to Defold 1.2.115
Currently small objects completely within other objects do respond to collisions with contact_point_response, but raycasts completely within large objects still do not produce anything but ray_cast_missed.
It would still be good for raycasts to respond when completely within other objects. Without this they are less useful…
Does it work that way in Box2D? I see nothing different from their example code and ours
I’m not sure, but I think I have a workaround of making the raycast start slightly before and after its length with each step in its movement. Then if the shooter’s own collision object is within a larger body use that to know hit is instant.