Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

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.

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

public class SpherecastExample : MonoBehaviour { void Start() { // 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>(2, Allocator.TempJob); var commands = new NativeArray<SpherecastCommand>(1, Allocator.TempJob);

// 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, QueryParameters.Default);

// Schedule the batch of sphere casts var handle = SpherecastCommand.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 sphere cast.
distanceThe maximum distance the sphere should check for collisions.
originThe starting point of the sphere cast in world coordinates.
physicsSceneThe physics scene this command is run in.
queryParametersStructure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces.
radiusThe radius of the casting sphere.

Constructors

SpherecastCommandCreates a SpherecastCommand.

Static Methods

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