I am creating a compound collider in a system and assigning it to the PhysicsCollider component on an entity. However, this breaks raycasting with this collider and I suppose it's because it was not updated in the collision world. How can I update a physics collider before the physics (ideally without rebuilding the entire collision world, since only one collider is changed)?
#How can I update the collision world without doing a physics step?
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