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    Class PhysicsScene

    Physical simulation scene.

    Inheritance
    System.Object
    Object
    PhysicsScene
    Inherited Members
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [Unmanaged]
    public class PhysicsScene : Object

    Constructors

    PhysicsScene()

    Initializes a new instance of the PhysicsScene.

    Declaration
    public PhysicsScene()

    Properties

    AutoSimulation

    Gets or sets the automatic simulation feature that perform physics simulation after on fixed update by auto, otherwise user should do it.

    Declaration
    [Unmanaged]
    public bool AutoSimulation { get; set; }
    Property Value
    System.Boolean

    BounceThresholdVelocity

    Gets or sets the minimum relative velocity required for an object to bounce.

    Declaration
    [Unmanaged]
    public float BounceThresholdVelocity { get; set; }
    Property Value
    System.Single

    EnableCCD

    Gets or sets the CCD feature enable flag.

    Declaration
    [Unmanaged]
    public bool EnableCCD { get; set; }
    Property Value
    System.Boolean

    Gravity

    Gets or sets the current gravity force.

    Declaration
    [Unmanaged]
    public Vector3 Gravity { get; set; }
    Property Value
    Vector3

    IsDuringSimulation

    Checks if physical simulation is running.

    Declaration
    [Unmanaged]
    public bool IsDuringSimulation { get; }
    Property Value
    System.Boolean

    Name

    Gets the name of the scene.

    Declaration
    [Unmanaged]
    public string Name { get; }
    Property Value
    System.String

    Origin

    Gets or sets the current scene origin that defines the center of the simulation (in world). Can be used to run physics simulation relative to the camera.

    Declaration
    [Unmanaged]
    public Vector3 Origin { get; set; }
    Property Value
    Vector3

    Statistics

    Gets the physics simulation statistics for the scene.

    Declaration
    [Unmanaged]
    public PhysicsStatistics Statistics { get; }
    Property Value
    PhysicsStatistics

    Methods

    BoxCast(Vector3, Vector3, Vector3, Quaternion, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a box geometry.

    Declaration
    [Unmanaged]
    public bool BoxCast(Vector3 center, Vector3 halfExtents, Vector3 direction, Quaternion rotation, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Vector3 direction

    The normalized direction in which cast a box.

    Quaternion rotation

    The box rotation.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if box hits an matching object, otherwise false.

    BoxCast(Vector3, Vector3, Vector3, out RayCastHit, Quaternion, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a box geometry.

    Declaration
    [Unmanaged]
    public bool BoxCast(Vector3 center, Vector3 halfExtents, Vector3 direction, out RayCastHit hitInfo, Quaternion rotation, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Vector3 direction

    The normalized direction in which cast a box.

    RayCastHit hitInfo

    The result hit information. Valid only when method returns true.

    Quaternion rotation

    The box rotation.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if box hits an matching object, otherwise false.

    BoxCastAll(Vector3, Vector3, Vector3, out RayCastHit[], Quaternion, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a box geometry.

    Declaration
    [Unmanaged]
    public bool BoxCastAll(Vector3 center, Vector3 halfExtents, Vector3 direction, out RayCastHit[] results, Quaternion rotation, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Vector3 direction

    The normalized direction in which cast a box.

    RayCastHit[] results

    The result hits. Valid only when method returns true.

    Quaternion rotation

    The box rotation.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if box hits an matching object, otherwise false.

    CapsuleCast(Vector3, Single, Single, Vector3, Quaternion, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a capsule geometry.

    Declaration
    [Unmanaged]
    public bool CapsuleCast(Vector3 center, float radius, float height, Vector3 direction, Quaternion rotation, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The capsule center.

    System.Single radius

    The radius of the capsule.

    System.Single height

    The height of the capsule, excluding the top and bottom spheres.

    Vector3 direction

    The normalized direction in which cast a capsule.

    Quaternion rotation

    The capsule rotation.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if capsule hits an matching object, otherwise false.

    CapsuleCast(Vector3, Single, Single, Vector3, out RayCastHit, Quaternion, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a capsule geometry.

    Declaration
    [Unmanaged]
    public bool CapsuleCast(Vector3 center, float radius, float height, Vector3 direction, out RayCastHit hitInfo, Quaternion rotation, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The capsule center.

    System.Single radius

    The radius of the capsule.

    System.Single height

    The height of the capsule, excluding the top and bottom spheres.

    Vector3 direction

    The normalized direction in which cast a capsule.

    RayCastHit hitInfo

    The result hit information. Valid only when method returns true.

    Quaternion rotation

    The capsule rotation.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if capsule hits an matching object, otherwise false.

    CapsuleCastAll(Vector3, Single, Single, Vector3, out RayCastHit[], Quaternion, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a capsule geometry.

    Declaration
    [Unmanaged]
    public bool CapsuleCastAll(Vector3 center, float radius, float height, Vector3 direction, out RayCastHit[] results, Quaternion rotation, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The capsule center.

    System.Single radius

    The radius of the capsule.

    System.Single height

    The height of the capsule, excluding the top and bottom spheres.

    Vector3 direction

    The normalized direction in which cast a capsule.

    RayCastHit[] results

    The result hits. Valid only when method returns true.

    Quaternion rotation

    The capsule rotation.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if capsule hits an matching object, otherwise false.

    CheckBox(Vector3, Vector3, Quaternion, UInt32, Boolean)

    Checks whether the given box overlaps with other colliders or not.

    Declaration
    [Unmanaged]
    public bool CheckBox(Vector3 center, Vector3 halfExtents, Quaternion rotation, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Quaternion rotation

    The box rotation.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if box overlaps any matching object, otherwise false.

    CheckCapsule(Vector3, Single, Single, Quaternion, UInt32, Boolean)

    Checks whether the given capsule overlaps with other colliders or not.

    Declaration
    [Unmanaged]
    public bool CheckCapsule(Vector3 center, float radius, float height, Quaternion rotation, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The capsule center.

    System.Single radius

    The radius of the capsule.

    System.Single height

    The height of the capsule, excluding the top and bottom spheres.

    Quaternion rotation

    The capsule rotation.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if capsule overlaps any matching object, otherwise false.

    CheckConvex(Vector3, CollisionData, Vector3, Quaternion, UInt32, Boolean)

    Checks whether the given convex mesh overlaps with other colliders or not.

    Declaration
    [Unmanaged]
    public bool CheckConvex(Vector3 center, CollisionData convexMesh, Vector3 scale, Quaternion rotation, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Quaternion rotation

    The convex mesh rotation.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if convex mesh overlaps any matching object, otherwise false.

    CheckSphere(Vector3, Single, UInt32, Boolean)

    Checks whether the given sphere overlaps with other colliders or not.

    Declaration
    [Unmanaged]
    public bool CheckSphere(Vector3 center, float radius, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The sphere center.

    System.Single radius

    The radius of the sphere.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if sphere overlaps any matching object, otherwise false.

    CollectResults()

    Called to collect physic simulation results and apply them as well as fire collision events.

    Declaration
    [Unmanaged]
    public void CollectResults()

    ConvexCast(Vector3, CollisionData, Vector3, Vector3, Quaternion, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a convex mesh.

    Declaration
    [Unmanaged]
    public bool ConvexCast(Vector3 center, CollisionData convexMesh, Vector3 scale, Vector3 direction, Quaternion rotation, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Vector3 direction

    The normalized direction in which cast a convex mesh.

    Quaternion rotation

    The convex mesh rotation.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if convex mesh hits an matching object, otherwise false.

    ConvexCast(Vector3, CollisionData, Vector3, Vector3, out RayCastHit, Quaternion, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a convex mesh.

    Declaration
    [Unmanaged]
    public bool ConvexCast(Vector3 center, CollisionData convexMesh, Vector3 scale, Vector3 direction, out RayCastHit hitInfo, Quaternion rotation, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Vector3 direction

    The normalized direction in which cast a convex mesh.

    RayCastHit hitInfo

    The result hit information. Valid only when method returns true.

    Quaternion rotation

    The convex mesh rotation.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if convex mesh hits an matching object, otherwise false.

    ConvexCastAll(Vector3, CollisionData, Vector3, Vector3, out RayCastHit[], Quaternion, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a convex mesh.

    Declaration
    [Unmanaged]
    public bool ConvexCastAll(Vector3 center, CollisionData convexMesh, Vector3 scale, Vector3 direction, out RayCastHit[] results, Quaternion rotation, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Vector3 direction

    The normalized direction in which cast a convex mesh.

    RayCastHit[] results

    The result hits. Valid only when method returns true.

    Quaternion rotation

    The convex mesh rotation.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if convex mesh hits an matching object, otherwise false.

    LineCast(Vector3, Vector3, out RayCastHit, UInt32, Boolean)

    Performs a line between two points in the scene.

    Declaration
    [Unmanaged]
    public bool LineCast(Vector3 start, Vector3 end, out RayCastHit hitInfo, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 start

    The start position of the line.

    Vector3 end

    The end position of the line.

    RayCastHit hitInfo

    The result hit information. Valid only when method returns true.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if ray hits an matching object, otherwise false.

    LineCast(Vector3, Vector3, UInt32, Boolean)

    Performs a line between two points in the scene.

    Declaration
    [Unmanaged]
    public bool LineCast(Vector3 start, Vector3 end, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 start

    The start position of the line.

    Vector3 end

    The end position of the line.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if ray hits an matching object, otherwise false.

    LineCastAll(Vector3, Vector3, out RayCastHit[], UInt32, Boolean)

    Performs a line between two points in the scene, returns all hitpoints infos.

    Declaration
    [Unmanaged]
    public bool LineCastAll(Vector3 start, Vector3 end, out RayCastHit[] results, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 start

    The origin of the ray.

    Vector3 end

    The normalized direction of the ray.

    RayCastHit[] results

    The result hits. Valid only when method returns true.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if ray hits an matching object, otherwise false.

    OverlapBox(Vector3, Vector3, out Collider[], Quaternion, UInt32, Boolean)

    Finds all colliders touching or inside of the given box.

    Declaration
    [Unmanaged]
    public bool OverlapBox(Vector3 center, Vector3 halfExtents, out Collider[] results, Quaternion rotation, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Collider[] results

    The result colliders that overlap with the given box. Valid only when method returns true.

    Quaternion rotation

    The box rotation.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if box overlaps any matching object, otherwise false.

    OverlapBox(Vector3, Vector3, out PhysicsColliderActor[], Quaternion, UInt32, Boolean)

    Finds all colliders touching or inside of the given box.

    Declaration
    [Unmanaged]
    public bool OverlapBox(Vector3 center, Vector3 halfExtents, out PhysicsColliderActor[] results, Quaternion rotation, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    PhysicsColliderActor[] results

    The result colliders that overlap with the given box. Valid only when method returns true.

    Quaternion rotation

    The box rotation.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if box overlaps any matching object, otherwise false.

    OverlapCapsule(Vector3, Single, Single, out Collider[], Quaternion, UInt32, Boolean)

    Finds all colliders touching or inside of the given capsule.

    Declaration
    [Unmanaged]
    public bool OverlapCapsule(Vector3 center, float radius, float height, out Collider[] results, Quaternion rotation, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The capsule center.

    System.Single radius

    The radius of the capsule.

    System.Single height

    The height of the capsule, excluding the top and bottom spheres.

    Collider[] results

    The result colliders that overlap with the given capsule. Valid only when method returns true.

    Quaternion rotation

    The capsule rotation.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if capsule overlaps any matching object, otherwise false.

    OverlapCapsule(Vector3, Single, Single, out PhysicsColliderActor[], Quaternion, UInt32, Boolean)

    Finds all colliders touching or inside of the given capsule.

    Declaration
    [Unmanaged]
    public bool OverlapCapsule(Vector3 center, float radius, float height, out PhysicsColliderActor[] results, Quaternion rotation, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The capsule center.

    System.Single radius

    The radius of the capsule.

    System.Single height

    The height of the capsule, excluding the top and bottom spheres.

    PhysicsColliderActor[] results

    The result colliders that overlap with the given capsule. Valid only when method returns true.

    Quaternion rotation

    The capsule rotation.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if capsule overlaps any matching object, otherwise false.

    OverlapConvex(Vector3, CollisionData, Vector3, out Collider[], Quaternion, UInt32, Boolean)

    Finds all colliders touching or inside of the given convex mesh.

    Declaration
    [Unmanaged]
    public bool OverlapConvex(Vector3 center, CollisionData convexMesh, Vector3 scale, out Collider[] results, Quaternion rotation, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Collider[] results

    The result colliders that overlap with the given convex mesh. Valid only when method returns true.

    Quaternion rotation

    The convex mesh rotation.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if convex mesh overlaps any matching object, otherwise false.

    OverlapConvex(Vector3, CollisionData, Vector3, out PhysicsColliderActor[], Quaternion, UInt32, Boolean)

    Finds all colliders touching or inside of the given convex mesh.

    Declaration
    [Unmanaged]
    public bool OverlapConvex(Vector3 center, CollisionData convexMesh, Vector3 scale, out PhysicsColliderActor[] results, Quaternion rotation, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    PhysicsColliderActor[] results

    The result colliders that overlap with the given convex mesh. Valid only when method returns true.

    Quaternion rotation

    The convex mesh rotation.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if convex mesh overlaps any matching object, otherwise false.

    OverlapSphere(Vector3, Single, out Collider[], UInt32, Boolean)

    Finds all colliders touching or inside of the given sphere.

    Declaration
    [Unmanaged]
    public bool OverlapSphere(Vector3 center, float radius, out Collider[] results, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The sphere center.

    System.Single radius

    The radius of the sphere.

    Collider[] results

    The result colliders that overlap with the given sphere. Valid only when method returns true.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if sphere overlaps any matching object, otherwise false.

    OverlapSphere(Vector3, Single, out PhysicsColliderActor[], UInt32, Boolean)

    Finds all colliders touching or inside of the given sphere.

    Declaration
    [Unmanaged]
    public bool OverlapSphere(Vector3 center, float radius, out PhysicsColliderActor[] results, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The sphere center.

    System.Single radius

    The radius of the sphere.

    PhysicsColliderActor[] results

    The result colliders that overlap with the given sphere. Valid only when method returns true.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if sphere overlaps any matching object, otherwise false.

    RayCast(Vector3, Vector3, out RayCastHit, Single, UInt32, Boolean)

    Performs a raycast against objects in the scene, returns results in a RayCastHit structure.

    Declaration
    [Unmanaged]
    public bool RayCast(Vector3 origin, Vector3 direction, out RayCastHit hitInfo, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 origin

    The origin of the ray.

    Vector3 direction

    The normalized direction of the ray.

    RayCastHit hitInfo

    The result hit information. Valid only when method returns true.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if ray hits an matching object, otherwise false.

    RayCast(Vector3, Vector3, Single, UInt32, Boolean)

    Performs a raycast against objects in the scene.

    Declaration
    [Unmanaged]
    public bool RayCast(Vector3 origin, Vector3 direction, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 origin

    The origin of the ray.

    Vector3 direction

    The normalized direction of the ray.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if ray hits an matching object, otherwise false.

    RayCastAll(Vector3, Vector3, out RayCastHit[], Single, UInt32, Boolean)

    Performs a raycast against objects in the scene, returns results in a RayCastHit structure.

    Declaration
    [Unmanaged]
    public bool RayCastAll(Vector3 origin, Vector3 direction, out RayCastHit[] results, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 origin

    The origin of the ray.

    Vector3 direction

    The normalized direction of the ray.

    RayCastHit[] results

    The result hits. Valid only when method returns true.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if ray hits an matching object, otherwise false.

    Simulate(Single)

    Called during main engine loop to start physic simulation. Use CollectResults after.

    Declaration
    [Unmanaged]
    public void Simulate(float dt)
    Parameters
    System.Single dt

    The delta time (in seconds).

    SphereCast(Vector3, Single, Vector3, out RayCastHit, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a sphere geometry.

    Declaration
    [Unmanaged]
    public bool SphereCast(Vector3 center, float radius, Vector3 direction, out RayCastHit hitInfo, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The sphere center.

    System.Single radius

    The radius of the sphere.

    Vector3 direction

    The normalized direction in which cast a sphere.

    RayCastHit hitInfo

    The result hit information. Valid only when method returns true.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if sphere hits an matching object, otherwise false.

    SphereCast(Vector3, Single, Vector3, Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a sphere geometry.

    Declaration
    [Unmanaged]
    public bool SphereCast(Vector3 center, float radius, Vector3 direction, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The sphere center.

    System.Single radius

    The radius of the sphere.

    Vector3 direction

    The normalized direction in which cast a sphere.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if sphere hits an matching object, otherwise false.

    SphereCastAll(Vector3, Single, Vector3, out RayCastHit[], Single, UInt32, Boolean)

    Performs a sweep test against objects in the scene using a sphere geometry.

    Declaration
    [Unmanaged]
    public bool SphereCastAll(Vector3 center, float radius, Vector3 direction, out RayCastHit[] results, float maxDistance = 3.40282347E+38F, uint layerMask = 4294967295U, bool hitTriggers = true)
    Parameters
    Vector3 center

    The sphere center.

    System.Single radius

    The radius of the sphere.

    Vector3 direction

    The normalized direction in which cast a sphere.

    RayCastHit[] results

    The result hits. Valid only when method returns true.

    System.Single maxDistance

    The maximum distance the ray should check for collisions.

    System.UInt32 layerMask

    The layer mask used to filter the results.

    System.Boolean hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    System.Boolean

    True if sphere hits an matching object, otherwise false.

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
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