When I cast a ray using the function
scene.multiPickWithRay the elements in the resulting
PickingInfo array all have
ray property set to
I wanted to create a PR right away to fix it but as I investigated the function → it goes all the way down to the
mesh.intersects method which sets almost all properties of the
PickingInfo object but skips the ray too and here it seems on purpose.
So now I’m not sure - is it null on purpose and are there some related conditions/side effects to it? Or is it simply forgotten - in which case where would be the best place to fix it?