Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

CapsulecastCommand

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 capsule cast command that is performed asynchronously during a job.

When you use this struct to schedule a batch of capsule casts, the capsule casts are performed asynchronously and in parallel. The results of each capsule cast is 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.

Capsulecast 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.ExecuteCapsulecastJob is logged into the profiler. Query count information is not logged.

Additional resources: Physics.Capsulecast.

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

public class CapsulecastExample : MonoBehaviour { void Start() { // Perform a single capsule cast using CapsulecastCommand and wait for it to complete // Set up the command and result buffers var results = new NativeArray<RaycastHit>(2, Allocator.TempJob); var commands = new NativeArray<CapsulecastCommand>(1, Allocator.TempJob);

// Set the data of the first command Vector3 point1 = Vector3.up * -0.5f; Vector3 point2 = Vector3.up * 0.5f; Vector3 direction = Vector3.forward; float radius = 0.5f;

commands[0] = new CapsulecastCommand(point1, point2, radius, direction, QueryParameters.Default);

// Schedule the batch of capsulecasts var handle = CapsulecastCommand.ScheduleBatch(commands, results, 1, 2, default(JobHandle));

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

// If batchedHit.collider is not null there was a hit foreach (var hit in results) { if (hit.collider != null) { // Do something with results } }

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

Properties

directionThe direction of the capsule cast.
distanceThe maximum distance the capsule cast checks for collision.
physicsSceneThe physics scene this command is run in.
point1The center of the sphere at the start of the capsule.
point2The center of the sphere at the end of the capsule.
queryParametersStructure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.
radiusThe radius of the capsule.

Constructors

CapsulecastCommandCreates a CapsulecastCommand.

Static Methods

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