Hi, I always have been using raycasts in update. Doesn't make sense to use them in fixedUpdate. First becasue for my 2D games I need tight controls/collisions and because fixedUpdate can be executed a bunch of times per physics frame to catch up with rendering. So, now that physics.autoSyncTransforms is set to false by default, does this mean I wont be able to use raycast in a effective way in Update? I mean, with physics.autoSyncTransforms=true as I move a gameobject through its transform, the physical word is synced immediately. So, I can do raycast query and get correct results based on this frame previous transformations . Now, with physics.autoSyncTransform=false (default) will I be raycasting against an outdated physical world until next fixedStep is executed? Cheers.