Use this struct to set up a box cast command to be performed asynchronously during a job.
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 result for a command at index N in the command buffer is stored at index N in the results buffer.
See Also: Physics.Boxcast.
using Unity.Collections; using Unity.Jobs; using UnityEngine;
public class Example : MonoBehaviour { private void BoxcastExample() { // Perform a single boxcast using BoxcastCommand 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<BoxcastCommand>(1, Allocator.Temp);
// 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);
// Schedule the batch of boxcasts var handle = BoxcastCommand.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(); } }
center | Center of the box. |
direction | The direction in which to sweep the box. |
distance | The maximum distance of the sweep. |
halfExtents | Half the size of the box in each dimension. |
layerMask | A LayerMask that is used to selectively ignore Colliders when casting a box. |
orientation | Rotation of the box. |
physicsScene | The physics scene this command is run in. |
BoxcastCommand | Creates a BoxcastCommand. |
ScheduleBatch | Schedules a batch of boxcasts to be performed in a job. |