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SphereCastNonAlloc(
Vector3 origin, float
radius,
Vector3 direction, RaycastHit[]
results, float
maxDistance= Mathf.Infinity, int
layerMask= DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);
Parameters Parameter Description origin The center of the sphere at the start of the sweep. radius The radius of the sphere. direction The direction in which to sweep the sphere. results The buffer to save the hits into. maxDistance The max length of the sweep. layerMask A Layer mask that is used to selectively ignore colliders when casting a sphere. queryTriggerInteraction Specifies whether this query should hit Triggers. Returnsint The amount of hits stored into the results
buffer.
Cast sphere along the direction and store the results into buffer.
This is variant of Physics.SphereCastAll, but instead of allocating the array with the results of the query, it stores the results into the user-provided array. It will only compute as many hits as fit into the buffer, and store them in no particular order. It's not guaranteed that it will store only the closest hits. Generates no garbage.
Declarationpublic static int
SphereCastNonAlloc(
Ray ray, float
radius, RaycastHit[]
results, float
maxDistance= Mathf.Infinity, int
layerMask= DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);
Parameters Parameter Description ray The starting point and direction of the ray into which the sphere sweep is cast. radius The radius of the sphere. results The buffer to save the results to. maxDistance The max length of the sweep. layerMask A Layer mask that is used to selectively ignore colliders when casting a sphere. queryTriggerInteraction Specifies whether this query should hit Triggers. Returnsint The amount of hits stored into the results
buffer.
Cast sphere along the direction and store the results into buffer.
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