RaycastCommand has a parameter called `maxHits` and descriped as: The maximum number of Colliders the ray can hit. (https://docs.unity3d.com/ScriptReference/RaycastCommand.html) The thing is that it never hits more than one object regardless of the number you pass to the `maxHits` parameter. According to the description: The result for a command at index N in the command buffer will be stored at index N * maxHits in the results buffer. According to this description, if I write the following code: ``` var results = new NativeArray<RaycastHit>(6, Allocator.Temp); var commands = new NativeArray<RaycastCommand>(2, Allocator.Temp); // Set the data of the first command Vector3 origin = Vector3.forward * -10; Vector3 direction = Vector3.forward; commands = new RaycastCommand(origin, direction, maxHits: 3); commands = new RaycastCommand(origin, direction, maxHits: 2); ``` After the job is complete, the results array should look like this: results is first hit from first command results is second hit from first command results is third hit from first command results is first hit form second command results is second hit from second command. The actual output is quite different. It's actually: results is first hit from first command results is second hit from first command results[2..5] memory garbage as `results.collider = null` is true. Am I missing something here or is it really not working as it's supposed to?