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    Interface ICollidable

    Interface for objects that can be hit by physics queries.

    Namespace: Unity.Physics
    Assembly: solution.dll
    Syntax
    public interface ICollidable

    Methods

    Name Description
    BoxCast(float3, quaternion, float3, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)

    Casts a specified box along a ray specified with center, direction, and maxDistance, and checks if it hits an ICollidable. Return true if a hit happened, the information about closest hit will be in hitInfo.

    BoxCast(float3, quaternion, float3, float3, float, CollisionFilter, QueryInteraction)

    Casts a specified box along a ray specified with center, direction, and maxDistance, and checks if it hits an ICollidable. Return true if there is at least one hit.

    BoxCastAll(float3, quaternion, float3, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)

    Casts a specified box along a ray specified with center, direction, and maxDistance, and checks if it hits an ICollidable. Return true if at least one hit happened, all hits will be stored in a provided list.

    BoxCastCustom<T>(float3, quaternion, float3, float3, float, ref T, CollisionFilter, QueryInteraction)

    Casts a specified box along a ray specified with center, direction, and maxDistance, and checks if it hits an ICollidable. Return true if at least one hit happened, the passed collector is used for custom hit filtering.

    CalculateAabb()

    Calculate an axis aligned bounding box around the object, in local space.

    CalculateDistance(ColliderDistanceInput)

    Calculate the distance from a collider to the object. Return true if there are any hits.

    CalculateDistance(ColliderDistanceInput, ref NativeList<DistanceHit>)

    Calculate the distance from a collider to the object. Return true if there are any hits, with details of every hit in "allHits".

    CalculateDistance(ColliderDistanceInput, out DistanceHit)

    Calculate the distance from a collider to the object. Return true if there are any hits, with details of the closest hit in "closestHit".

    CalculateDistance(PointDistanceInput)

    Calculate the distance from a point to the object. Return true if there are any hits.

    CalculateDistance(PointDistanceInput, ref NativeList<DistanceHit>)

    Calculate the distance from a point to the object. Return true if there are any hits, with details of every hit in "allHits".

    CalculateDistance(PointDistanceInput, out DistanceHit)

    Calculate the distance from a point to the object. Return true if there are any hits, with details of the closest hit in "closestHit".

    CalculateDistance<T>(ColliderDistanceInput, ref T)

    Calculate the distance from a collider to the object. Return true if there are any hits, with details stored in the collector implementation.

    CalculateDistance<T>(PointDistanceInput, ref T)

    Calculate the distance from a point to the object. Return true if there are any hits, with details stored in the collector implementation.

    CapsuleCast(float3, float3, float, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)

    Casts a capsule specified with two points along a ray specified with the center of the capsule, direction and maxDistance, and checks if it hits an ICollidable. Return true if a hit happened, the information about closest hit will be in hitInfo.

    CapsuleCast(float3, float3, float, float3, float, CollisionFilter, QueryInteraction)

    Casts a capsule specified with two points along a ray specified with the center of the capsule, direction and maxDistance, and checks if it hits an ICollidable. Return true if there is at least one hit.

    CapsuleCastAll(float3, float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)

    Casts a capsule specified with two points along a ray specified with the center of the capsule, direction and maxDistance, and checks if it hits an ICollidable. Return true if at least one hit happened, all hits will be stored in a provided list.

    CapsuleCastCustom<T>(float3, float3, float, float3, float, ref T, CollisionFilter, QueryInteraction)

    Casts a capsule specified with two points along a ray specified with the center of the capsule, direction and maxDistance, and checks if it hits an ICollidable. Return true if at least one hit happened, the passed collector is used for custom hit filtering.

    CastCollider(ColliderCastInput)

    Cast a collider against the object. Return true if it hits.

    CastCollider(ColliderCastInput, ref NativeList<ColliderCastHit>)

    Cast a collider against the object. Return true if it hits, with details of every hit in "allHits".

    CastCollider(ColliderCastInput, out ColliderCastHit)

    Cast a collider against the object. Return true if it hits, with details of the closest hit in "closestHit".

    CastCollider<T>(ColliderCastInput, ref T)

    Generic collider cast. Return true if it hits, with details stored in the collector implementation.

    CastRay(RaycastInput)

    Cast a ray against the object.

    CastRay(RaycastInput, ref NativeList<RaycastHit>)

    Cast a ray against the object. Return true if it hits, with details of every hit in "allHits".

    CastRay(RaycastInput, out RaycastHit)

    Cast a ray against the object.

    CastRay<T>(RaycastInput, ref T)

    Generic ray cast. Return true if it hits, with details stored in the collector implementation.

    CheckBox(float3, quaternion, float3, CollisionFilter, QueryInteraction)

    Checks if the provided box is overlapping with an ICollidable Return true if it is overlapping.

    CheckCapsule(float3, float3, float, CollisionFilter, QueryInteraction)

    Checks if the provided capsule is overlapping with an ICollidable Return true if it is overlapping.

    CheckSphere(float3, float, CollisionFilter, QueryInteraction)

    Checks if the provided sphere is overlapping with an ICollidable Return true if it is overlapping.

    OverlapBox(float3, quaternion, float3, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)

    Checks if the provided box is overlapping with an ICollidable Return true if there is at least one overlap, and all overlaps will be stored in provided list.

    OverlapBoxCustom<T>(float3, quaternion, float3, ref T, CollisionFilter, QueryInteraction)

    Checks if the provided box is overlapping with an ICollidable Return true if there is at least one overlap, the passed collector is used for custom hit filtering if needed.

    OverlapCapsule(float3, float3, float, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)

    Checks if the provided capsule is overlapping with an ICollidable Return true if there is at least one overlap, and all overlaps will be stored in provided list.

    OverlapCapsuleCustom<T>(float3, float3, float, ref T, CollisionFilter, QueryInteraction)

    Checks if the provided capsule is overlapping with an ICollidable Return true if there is at least one overlap, the passed collector is used for custom hit filtering if needed.

    OverlapSphere(float3, float, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)

    Checks if the provided sphere is overlapping with an ICollidable Return true if there is at least one overlap, and all overlaps will be stored in provided list.

    OverlapSphereCustom<T>(float3, float, ref T, CollisionFilter, QueryInteraction)

    Checks if the provided sphere is overlapping with an ICollidable Return true if there is at least one overlap, the passed collector is used for custom hit filtering if needed.

    SphereCast(float3, float, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)

    Casts a specified sphere along a ray specified with origin, direction, and maxDistance, and checks if it hits an ICollidable. Return true if a hit happened, the information about closest hit will be in hitInfo.

    SphereCast(float3, float, float3, float, CollisionFilter, QueryInteraction)

    Casts a specified sphere along a ray specified with origin, direction, and maxDistance, and checks if it hits an ICollidable. Return true if there is at least one hit.

    SphereCastAll(float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)

    Casts a specified sphere along a ray specified with origin, direction, and maxDistance, and checks if it hits an ICollidable. Return true if at least one hit happened, all hits will be stored in a provided list.

    SphereCastCustom<T>(float3, float, float3, float, ref T, CollisionFilter, QueryInteraction)

    Casts a specified sphere along a ray specified with origin, direction, and maxDistance, and checks if it hits an ICollidable. Return true if at least one hit happened, the passed collector is used for custom hit filtering.

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