struct SceneTrace
😔 No documentation found.
public SceneTrace Sphere( float radius, ref Vector3 from, ref Vector3 to )
Casts a sphere from point A to point B.
public SceneTrace Sphere( float radius, ref Ray ray, ref float distance )
Casts a sphere from a given position and direction, up to a given distance.
public SceneTrace Box( Vector3 extents, ref Vector3 from, ref Vector3 to )
Casts a box from point A to point B.
public SceneTrace Box( Vector3 extents, ref Ray ray, ref float distance )
Casts a box from a given position and direction, up to a given distance.
public SceneTrace Box( BBox bbox, ref Vector3 from, ref Vector3 to )
Casts a box from point A to point B.
public SceneTrace Box( BBox bbox, ref Ray ray, ref float distance )
Casts a box from a given position and direction, up to a given distance.
public SceneTrace Capsule( Capsule capsule )
Casts a capsule
public SceneTrace Capsule( Capsule capsule, ref Vector3 from, ref Vector3 to )
Casts a capsule from point A to point B.
public SceneTrace Capsule( Capsule capsule, ref Ray ray, ref float distance )
Casts a capsule from a given position and direction, up to a given distance.
public SceneTrace Cylinder( float height, float radius )
Casts a cylinder
public SceneTrace Cylinder( float height, float radius, ref Vector3 from, ref Vector3 to )
Casts a cylinder from point A to point B.
public SceneTrace Cylinder( float height, float radius, ref Ray ray, ref float distance )
Casts a cylinder from a given position and direction, up to a given distance.
public SceneTrace Ray( ref Vector3 from, ref Vector3 to )
Casts a ray from point A to point B.
public SceneTrace Ray( ref Ray ray, ref float distance )
Casts a ray from a given position and direction, up to a given distance.
public SceneTrace Body( PhysicsBody body, ref Vector3 to )
Casts a PhysicsBody from its current position and rotation to desired end point.
public SceneTrace Body( Rigidbody body, ref Vector3 to )
Casts a PhysicsBody from its current position and rotation to desired end point.
public SceneTrace Body( PhysicsBody body, ref Transform from, ref Vector3 to )
Casts a PhysicsBody from a position and rotation to desired end point.
public SceneTrace Sweep( ref PhysicsBody body, ref Transform from, ref Transform to )
Sweeps each PhysicsShape of given PhysicsBody and returns the closest collision. Does not support Mesh PhysicsShapes. Basically 'hull traces' but with physics shapes. Same as tracing a body but allows rotation to change during the sweep.
public SceneTrace Sweep( ref Rigidbody body, ref Transform from, ref Transform to )
Sweeps each PhysicsShape of given PhysicsBody and returns the closest collision. Does not support Mesh PhysicsShapes. Basically 'hull traces' but with physics shapes. Same as tracing a body but allows rotation to change during the sweep.
public SceneTrace Sweep( ref PhysicsBody body, ref Transform to )
Creates a Trace.Sweep using the PhysicsBody's position as the starting position.
public SceneTrace FromTo( ref Vector3 from, ref Vector3 to )
Sets the start and end positions of the trace request
public SceneTrace FromTo( ref Transform from, ref Vector3 to )
Sets the start transform and end position of the trace request
public SceneTrace Size( ref BBox hull )
Makes this trace an axis aligned box of given size. Extracts mins and maxs from the Bounding Box.
public SceneTrace Size( ref Vector3 size )
Makes this trace an axis aligned box of given size. Calculates mins and maxs by assuming given size is (maxs-mins) and the center is in the middle.
public SceneTrace Size( ref Vector3 mins, ref Vector3 maxs )
Makes this trace an axis aligned box of given size.
public SceneTrace Rotated( ref Rotation rotation )
Makes this a rotated trace, for tracing rotated boxes and capsules.
public SceneTrace Radius( float radius )
Makes this trace a sphere of given radius.
public SceneTrace UseHitPosition( bool enabled = True )
Should we compute hit position.
public SceneTrace UseHitboxes( bool hit = True )
Should we hit hitboxes
public SceneTrace UseRenderMeshes( bool hit = True )
Should we hit meshes too? This can be slow and only really recommended for editor work.
public SceneTrace UseRenderMeshes( bool hitFront, bool hitBack )
Should we hit meshes too? This can be slow and only really recommended for editor work.
public SceneTrace UsePhysicsWorld( bool hit = True )
Should we hit physics objects?
public SceneTrace WithTag( string tag )
Only return entities with this tag. Subsequent calls to this will add multiple requirements and they'll all have to be met (ie, the entity will need all tags).
public SceneTrace WithAllTags( string[] tags )
Only return entities with all of these tags
public SceneTrace WithAllTags( ITagSet tags )
Only return entities with all of these tags
public SceneTrace WithAnyTags( string[] tags )
Only return entities with any of these tags
public SceneTrace WithAnyTags( ITagSet tags )
Only return entities with any of these tags
public SceneTrace WithoutTags( string[] tags )
Only return entities without any of these tags
public SceneTrace WithoutTags( ITagSet tags )
Only return entities without any of these tags
public SceneTrace WithCollisionRules( string tag, bool asTrigger = False )
Use the collision rules of an object with the given tags.
tagWhich tag this trace will adopt the collision rules of.asTriggerIf true, trace against triggers only. Otherwise, trace for collisions (default).
public SceneTrace IgnoreGameObject( GameObject obj )
Do not hit this object
public SceneTrace IgnoreGameObjectHierarchy( GameObject obj )
Do not hit this object
public Type GetType( )
😔 No documentation found.
public SceneTrace HitTriggers( )
😔 No documentation found.
public SceneTrace HitTriggersOnly( )
😔 No documentation found.
public SceneTrace IgnoreStatic( )
😔 No documentation found.
public SceneTrace IgnoreDynamic( )
😔 No documentation found.
public SceneTrace IgnoreKeyframed( )
😔 No documentation found.
public SceneTraceResult Run( )
😔 No documentation found.
public IEnumerable<SceneTraceResult> RunAll( )
😔 No documentation found.
public bool Equals( object obj )
😔 No documentation found.
public int GetHashCode( )
😔 No documentation found.
public string ToString( )
😔 No documentation found.
public SceneTrace WithCollisionRules( IEnumerable<string> tags, bool asTrigger = False )
😔 No documentation found.
public PhysicsTraceBuilder PhysicsTrace
😔 No documentation found.