When you use this struct to schedule a batch of box casts, the box casts will are performed asynchronously and in parallel. The results of each box cast is written to the results buffer. Since the results are written asynchronously, you cannot accesss 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.
Boxcast 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.ExecuteBoxcastJob is logged into the profiler. Query count information is not logged.
Additional resources: Physics.Boxcast.
using Unity.Collections;
using Unity.Jobs;
using UnityEngine;
public class BoxcastCommandExample : MonoBehaviour
{
void Start()
{
// Perform a single boxcast using BoxcastCommand 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<BoxcastCommand>(1, Allocator.TempJob);
// Set the data of the first command
Vector3 center = Vector3.zero;
Vector2 halfExtents = Vector3.one * 0.5f;
Quaternion orientation = Quaternion.identity;
Vector3 direction = Vector3.forward;
commands[0] = new BoxcastCommand(center, halfExtents, orientation, direction, QueryParameters.Default);
// Schedule the batch of boxcasts
var handle = BoxcastCommand.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();
}
}