이벤트 시스템에는 현재의 입력 이벤트를 보낼 곳을 감지하는 메서드가 필요하며 레이캐스터(Raycasters)가 이러한 역할을 합니다. 스크린 공간 포지션을 감안하여 모든 잠재적인 타겟을 수집하고 주어진 포지션에 있는지 파악한 뒤 화면에서 가장 가까운 오브젝트를 반환합니다. 몇 가지 타입의 레이캐스터가 제공됩니다.
레이캐스터가 존재하고 씬에서 활성화되면 입력 모듈에서 쿼리가 발급될 때마다 이벤트 시스템이 레이캐스터를 사용합니다.
여러 레이캐스터가 사용될 경우 모든 레이캐스터에 대해 발생하는 캐스팅을 가지며, 결과는 요소까지의 거리에 따라 정렬됩니다.
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.