How to ignore backface culled traingles from ray cast?

The issue is that the ceilings and walls are one sided so I get that free translucency from the culling, The problem is because the raycast is based on the collision volumes, and I’m using the same meshes, they’re not getting culled also. This means that I can’t raycast to the ground to move the character around, for instance like a isometric dungeon crawler that also allows for first person view. Just wondering if anyone has found a way around this other than disabling the meshes when they would interfere with the raycast. Any help with this would be greatly appreciated.

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