I am encountering an issue with the raycaster:
When I place an object at the origin (0, 0, 0), the raycaster can detect it. However, if I move the object to a different position, like (0, 300, 0), the raycaster no longer hits the object.
I have double-checked that all directions are set up correctly. I even tried manually testing the raycasting on the moved object using Three.js functions and it was successful.
It appears that the raycaster.IntersectsObject(objects) is not applying the matrixWorld correctly to the Bounding Sphere.
Do you have any insights on why this might be happening?
I am aware of a similar post on this topic, but the solution mentioned didn't work for me:
Three JS - Strange raycast behaviour when objects are moved
The bounding sphere does have the correct values.