struct SceneTraceResult

in global :: Sandbox

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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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