the cast direction is away from the intersecting shapes
That’s the feature. if the cast direction moves the meshes apart then no collision will happen.
Not taking casting direciton into account will make it behave like the proximity query. Babylon.js docs
Thanks for your answer, but this “feature” is not consistent. A proximity query is different in that the cast is done in all directions up to max distance.
When I look at the definition of shape cast in the docs, I would expect a collision in any case:
When a shape goes from a start position to an end position, if there is a collision, at which fraction of that movement does it happen?
If there’s an exception with shapes already intersecting, this should be true for any cast direction, and this exception should be properly documented. This behavior is found in Unity documentation
Notes: SphereCast will not detect colliders for which the sphere overlaps the collider