Hello there!
Interesting questions you have there, let's see...
- There's no real hard limitation, although I would expect depending on the amount of geometry and number of raycasts (and length of rays)that performance will take a hard hit eventually. As with everything do not overdo it.
- Those expressions "catch" the tagged ray hit when it happens so to speak and do work with multiple tagged rays per tick. I did initial testing to this matter when I added the functionality. As always there might be flaws. If you're experiencing issues be sure to notify me.
- You can of course store the result (value of expressions) in variables within the trigger condition. Unless you mean something else I'm not quite getting.
- Well, not really. I suspect from the pictures you included that you're going for four rays up and down depending on Z velocity at each corner of a collision box representing the player basically?
I dabbled with something like this for my own 3D movement events but ultimately decided against such an approach in favor of a "hybrid" one where regular C2 overlap checks are used instead. For example if the player was facing the corner of a platform and wanted to narrowly land on it, four corner checks could bypass the geometry so you'd also need a ray directly at the edge of the player collision box in movement direction.
On the other hand depending on the style of game/movement a simple ray cast in the center of the player box could suffice. Just for proper free 3D movement it's not my choice as it might get overcomplicated really fast or could miss edge cases. - Just as a general rule you should always stay on the latest release of Baby 3D for the fixes alone. With the exception of rare breaking changes happening that might have an impact on your project (recently there were none I believe). Also in 0.986 a new ray picking action has been included that may be of interest to you.
Hope my explanations can be of help to you. Feel free to ask further questions. Cheers!







