struct in UnityEngine
/
Implemented in:UnityEngine.PhysicsModule
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Close Your name Your email Suggestion* DescriptionUse this struct to set up a capsule cast command that is performed asynchronously during a job.
When you use this struct to schedule a batch of capsule casts, the capsule casts are performed asynchronously and in parallel. The results of each capsule cast is written to the results buffer. Since the results are written asynchronously, you cannot access 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.
Capsulecast 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.ExecuteCapsulecastJob is logged into the profiler. Query count information is not logged.
Additional resources: Physics.Capsulecast.
using Unity.Collections; using Unity.Jobs; using UnityEngine;Properties Property Description direction The direction of the capsule cast. distance The maximum distance the capsule cast checks for collision. physicsScene The physics scene this command is run in. point1 The center of the sphere at the start of the capsule. point2 The center of the sphere at the end of the capsule. queryParameters Structure for specifying additional parameters for a batch query such as layer mask, hit triggers and hit backfaces. radius The radius of the capsule. Static Methods Method Description ScheduleBatch Schedules a batch of capsule casts to perform in a job.public class CapsulecastExample : MonoBehaviour { void Start() { // Perform a single capsule cast using CapsulecastCommand 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<CapsulecastCommand>(1, Allocator.TempJob);
// Set the data of the first command Vector3 point1 = Vector3.up * -0.5f; Vector3 point2 = Vector3.up * 0.5f; Vector3 direction = Vector3.forward; float radius = 0.5f;
commands[0] = new CapsulecastCommand(point1, point2, radius, direction, QueryParameters.Default);
// Schedule the batch of capsulecasts var handle = CapsulecastCommand.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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