レイキャストによる情報を得るための構造体
barycentricCoordinate | ヒットした三角形の重心座標 |
collider | ヒットしたコライダー |
distance | レイの原点から衝突点までの距離 |
lightmapCoord | 衝突点の UV ライトマップ座標 |
normal | レイがヒットしたサーフェスの法線 |
point | レイがコライダーにヒットした位置 (ワールド空間)。 |
rigidbody | ヒットしたコライダーの Rigidbody。コライダーに Rigidbody がアタッチされていない場合は null になります。 |
textureCoord | The uv texture coordinate at the collision location. |
textureCoord2 | 衝突したセカンダリ UV テクスチャの座標 |
transform | 衝突したコライダーまたは Rigidbody の Transform |
triangleIndex | 衝突したメッシュの三角形におけるインデックス |
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.