Version: 2018.4
LanguageEnglish
  • C#

SpherecastCommand

struct in UnityEngine

/

Implemented in:UnityEngine.PhysicsModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Use this struct to set up a sphere cast command that is performed asynchronously during a job.

When you use this struct to schedule a batch of sphere casts, the sphere casts are performed asynchronously and in parallel. The results of each sphere casts are written to the results buffer. Since the results are written asynchronously, you cannot access the results buffer until the job is completed.

The result for a command at index N in the command buffer is stored at index N in the results buffer.

See Also: Physics.Spherecast.

using Unity.Collections;
using Unity.Jobs;
using UnityEngine;

public class Example : MonoBehaviour { private void SpherecastExample() { // Perform a single sphere cast using SpherecastCommand and wait for it to complete // Set up the command and result buffers var results = new NativeArray<RaycastHit>(1, Allocator.Temp); var commands = new NativeArray<SpherecastCommand>(1, Allocator.Temp);

// Set the data of the first command Vector3 origin = Vector3.forward * -10; Vector3 direction = Vector3.forward; float radius = 0.5f;

commands[0] = new SpherecastCommand(origin, radius, direction);

// Schedule the batch of sphere casts var handle = SpherecastCommand.ScheduleBatch(commands, results, 1, default(JobHandle));

// Wait for the batch processing job to complete handle.Complete();

// Copy the result. If batchedHit.collider is null, there was no hit RaycastHit batchedHit = results[0];

// Dispose the buffers results.Dispose(); commands.Dispose(); } }

Properties

directionThe direction of the sphere cast.
distanceThe maximum distance the sphere should check for collisions.
layerMaskThe LayerMask that selectively ignores Colliders when casting a sphere.
originThe starting point of the sphere cast in world coordinates.
radiusThe radius of the casting sphere.

Constructors

SpherecastCommandCreates a SpherecastCommand.

Static Methods

ScheduleBatchSchedules a batch of sphere casts to perform in a job.