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 result for a command at index N in the command buffer is stored at index N in the results buffer.
See Also: Physics.Capsulecast.
using Unity.Collections; using Unity.Jobs; using UnityEngine;
public class Example : MonoBehaviour { private void CapsulecastExample() { // 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>(1, Allocator.Temp); var commands = new NativeArray<CapsulecastCommand>(1, Allocator.Temp);
// 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);
// Schedule the batch of capsulecasts var handle = CapsulecastCommand.ScheduleBatch(commands, results, 1, default(JobHandle));
// Wait for the batch processing job to complete handle.Complete();
// Copy the result. If batchedHit.collider is null, there was no hit RaycastHit batchedHit = results[0];
// Dispose the buffers results.Dispose(); commands.Dispose(); } }
direction | The direction of the capsule cast. |
distance | The maximum distance the capsule cast checks for collision. |
layerMask | A LayerMask that selectively ignores Colliders when casting a capsule. |
point1 | カプセルの start にある球形の中心 |
point2 | カプセルの end にある球形の中心 |
radius | カプセルの半径 |
CapsulecastCommand | Creates a CapsulecastCommand. |
ScheduleBatch | Schedules a batch of capsule casts which are performed in a job. |
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