SpherecastCommand
struct in
UnityEngine
/
Implemented in:UnityEngine.PhysicsModule
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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 results for a command at index N in the command buffer are stored at index N * maxHits in the results buffer.
Spherecast command also allows you to control whether or not Trigger colliders and back-face triangles generate a hit. Use QueryParameters to control hit flags.
Note: Only BatchQuery.ExecuteSpherecastJob is logged into the profiler. Query count information is not logged.
Additional resources: Physics.Spherecast.
Properties
direction | The direction of the sphere cast. |
distance | The maximum distance the sphere should check for collisions. |
origin | The starting point of the sphere cast in world coordinates. |
physicsScene | The physics scene this command is run in. |
queryParameters | Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. |
radius | The radius of the casting sphere. |
Static Methods
ScheduleBatch | Schedules a batch of sphere casts to perform in a job. |