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SCRIPTING API / Physics / RaycastCommand

RaycastCommand

Batched raycast command for high-volume query tests.

Kindstruct
NamespaceKroys.EngineScripting
Members10
SourceRaycastCommand.cs
DECLARATION

Declaration

Namespace Kroys.EngineScripting.

Declaration
public struct RaycastCommand
REFERENCE

Members

Constructors
#public RaycastCommand( Vector3 origin, Vector3 direction, float distance, uint gameplayLayerMask = uint.MaxValue, Entity ignoredEntity = default, bool includeTriggers = false, bool debugDraw = false, float debugDrawDurationSeconds = 0.0f)
Creates a raycast command.
constructor
#public RaycastCommand( Vector3 origin, Vector3 direction, float distance, uint gameplayLayerMask, bool includeTriggers, bool debugDraw = false, float debugDrawDurationSeconds = 0.0f) : this(origin, direction, distance, gameplayLayerMask, default, includeTriggers, debugDraw, debugDrawDurationSeconds)
Creates a raycast command.
constructor
Fields
#public Vector3 Origin
World-space start of the ray.
field
#public Vector3 Direction
World-space direction of the ray (normalized by the query).
field
#public float Distance
Maximum ray length in metres.
field
#public uint GameplayLayerMask
Gameplay layers the ray can hit (Physics.LayerMask).
field
#public uint IgnoredEntityId
Id of an entity the ray ignores (for example the shooter); 0 ignores none.
field
#public int IncludeTriggers
Nonzero to hit trigger colliders too.
field
#public int DebugDraw
Nonzero to draw the ray when query debugging is on.
field
#public float DebugDrawDurationSeconds
How long a debug-drawn ray stays visible.
field
Signatures
public Vector3 Origin
public Vector3 Direction
public float Distance
public uint GameplayLayerMask
public uint IgnoredEntityId
public int IncludeTriggers
public int DebugDraw
public float DebugDrawDurationSeconds
public RaycastCommand( Vector3 origin, Vector3 direction, float distance, uint gameplayLayerMask = uint.MaxValue, Entity ignoredEntity = default, bool includeTriggers = false, bool debugDraw = false, float debugDrawDurationSeconds = 0.0f)
public RaycastCommand( Vector3 origin, Vector3 direction, float distance, uint gameplayLayerMask, bool includeTriggers, bool debugDraw = false, float debugDrawDurationSeconds = 0.0f) : this(origin, direction, distance, gameplayLayerMask, default, includeTriggers, debugDraw, debugDrawDurationSeconds)

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