Hi, I need to be able to detect *all* tilemap walls (and regular objects) a RaycastAll passes through, but it only appears to detect the first of that TileMapCollider type. So, for example, if it passes through 3 objects and 2 of them are of the same tilemap collider tile, the array of hits will only contain 2 objects instead of 3. (The closest of the 2 wall tiles + the other 1). Which doesn't work for me. Am I reading this right or is this the way RayCastAll is supposed to work? Would seem a bizarre limitation if that were true. If so, what would be my alternative? Using the exit point of the first hit and creating a new RaycastAll from that position? And then putting them all together somehow to build up a proper list of tilemap tiles in that path?