I'm trying to do raycasts from within the level, from an object to the player, and to detect if the raycast hits a wall. Have it working in a test environment, but as soon as i try to do it within a generated level, the ray always detect a wall hit no matter what.
I'm using a layermask on the generated Walls object that has the Tilemap collider.
Not sure if this is a problem with Edgar, or Tilemap collider itself. You have any idea?