struct in UnityEngine
/
Implemented in:UnityEngine.PhysicsModule
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Close Your name Your email Suggestion* DescriptionUse this struct to set up a box cast command to be performed asynchronously during a job.
When you use this struct to schedule a batch of box casts, the box casts will are performed asynchronously and in parallel. The results of each box cast is written to the results buffer. Since the results are written asynchronously, you cannot accesss the results buffer until the job is completed.
The results for a command at index N in the command buffer are stored at index N * maxHits in the results buffer.
Boxcast command also allows you to control whether or not Trigger colliders and back-face triangles generate a hit. Use QueryParameters to control hit flags.
Note: Only BatchQuery.ExecuteBoxcastJob is logged into the profiler. Query count information is not logged.
Additional resources: Physics.Boxcast.
using Unity.Collections; using Unity.Jobs; using UnityEngine;Properties Property Description center The center of the box. direction The direction in which to sweep the box. distance The maximum distance of the sweep. halfExtents The half size of the box in each dimension. orientation The rotation of the box. physicsScene The physics scene this command is run in. queryParameters Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. Static Methods Method Description ScheduleBatch Schedules a batch of boxcasts to be performed in a job.public class BoxcastCommandExample : MonoBehaviour { void Start() { // Perform a single boxcast using BoxcastCommand and wait for it to complete // Set up the command and result buffers var results = new NativeArray<RaycastHit>(2, Allocator.TempJob); var commands = new NativeArray<BoxcastCommand>(1, Allocator.TempJob);
// Set the data of the first command Vector3 center = Vector3.zero; Vector2 halfExtents = Vector3.one * 0.5f; Quaternion orientation = Quaternion.identity; Vector3 direction = Vector3.forward;
commands[0] = new BoxcastCommand(center, halfExtents, orientation, direction, QueryParameters.Default);
// Schedule the batch of boxcasts var handle = BoxcastCommand.ScheduleBatch(commands, results, 1, 2, default(JobHandle));
// Wait for the batch processing job to complete handle.Complete();
// If batchedHit.collider is not null there was a hit foreach (var hit in results) { if (hit.collider != null) { // Do something with results } }
// Dispose the buffers results.Dispose(); commands.Dispose(); } }
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