In my game, nearly all colliders are triggers, because I need to know when things touch but I don't want Unity resolving the collisions (i.e. stopping motion, applying forces, etc.) I have a situation now where I need to do a sphere cast against those triggers. This, of course, doesn't work, as stated clearly in the docs. But that doesn't change the fact that I need to do it. So, what other options do I have? I see three right now, none of them good: Fire a cluster of raycasts instead, to approximate the shape of the sphere. This sucks because a) it's a crap-ton of extra collision tests and b) it's going to miss small things in the collision area that slip between the rays. Give every trigger a second, child collider, which is of the same type and size but with isTrigger=false, and put all these duplicate colliders on a separate layer that nothing collides with (not even itself). Sphere cast against this "special" layer. This would work (in theory) but duplicating all my collision seems pretty inefficient. Change my entire collision setup over to the 2D collision system, since the docs don't say anything about Physics2D.CircleCast not hitting triggers. (Can any Physics2D users confirm that behavior?) This arguably makes sense in the long run since my game is in fact 2D, but I'd really rather not overhaul the entire collision system just to make this one test possible... Any other options or suggestions I'm missing?