Structure used to get information back from a raycast.
The impact point in world space where the ray hit the collider.
The normal of the surface the ray hit.
The barycentric coordinate of the triangle we hit.
The distance from the ray's origin to the impact point.
The index of the triangle that was hit.
The uv texture coordinate at the impact point.
The secondary uv texture coordinate at the impact point.
The uv lightmap coordinate at the impact point.
The Collider that was hit.
The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.
The Transform of the rigidbody or collider that was hit.