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public static method BoxCastAll(center: Vector3, halfExtents: Vector3, direction: Vector3, orientation: Quaternion = Quaternion.identity, maxDistance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): RaycastHit[];
public static RaycastHit[] BoxCastAll(Vector3 center, Vector3 halfExtents, Vector3 direction, Quaternion orientation = Quaternion.identity, float maxDistance = Mathf.Infinity, int layermask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);


centerCenter of the box.
halfExtentsHalf the size of the box in each dimension.
directionThe direction in which to cast the box.
orientationRotation of the box.
maxDistanceThe max length of the cast.
layermaskA Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteractionSpecifies whether this query should hit Triggers.


RaycastHit[] All colliders that were hit.


Like Physics.BoxCast, but returns all hits.

Notes: For colliders that overlap the box at the start of the sweep, RaycastHit.normal is set opposite to the direction of the sweep, RaycastHit.distance is set to zero, and the zero vector gets returned in RaycastHit.point. You might want to check whether this is the case in your particular query and perform additional queries to refine the result.

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