struct SceneTraceResult
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public bool Hit
Whether the trace hit something or not
public bool StartedSolid
Whether the trace started in a solid
public Vector3 StartPosition
The start position of the trace
public Vector3 EndPosition
The end or hit position of the trace
public Vector3 HitPosition
The hit position of the trace. Requires .
public Vector3 Normal
The hit surface normal (direction vector)
public float Fraction
A fraction [0..1] of where the trace hit between the start and the original end positions
public GameObject GameObject
The GameObject that was hit
public Component Component
The Component that was hit
public Collider Collider
The Collider that was hit
public PhysicsBody Body
The physics object that was hit, if any
public PhysicsShape Shape
The physics shape that was hit, if any
public Surface Surface
The physical properties of the hit surface
public int Bone
The id of the hit bone (either from hitbox or physics shape)
public Vector3 Direction
The direction of the trace ray
public int Triangle
The triangle index hit, if we hit a mesh physics shape
public string[] Tags
The tags that the hit shape had
public Hitbox Hitbox
The hitbox that we hit
public float Distance { get; }
The distance between start and end positions.
public Type GetType( )
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public string ToString( )
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public int GetHashCode( )
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public bool Equals( object obj )
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public static SceneTraceResult From( ref Scene scene, ref MeshTraceRequest.Result r )
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public static SceneTraceResult From( ref Scene scene, ref PhysicsTraceResult r )
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public Scene Scene
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