Version: 2022.2
  • C#


struct in UnityEngine


Implemented in:UnityEngine.PhysicsModule

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Struct used to set up a raycast command to be performed asynchronously during a job.

When you use this struct to schedule a batch of raycasts, they will be performed asynchronously and in parallel to each other. The results of the raycasts are written to the results buffer. Since the results are written asynchronously the results buffer cannot be accessed until the job has been completed.

The results for a command at index N in the command buffer are stored at index N * maxHits in the results buffer.

If maxHits is larger than the actual number of results for the command the result buffer will contain some invalid results which did not hit anything. The first invalid result is identified by the collider being null. The second and later invalid results are not written to by the raycast command so their colliders are not guaranteed to be null. When iterating over the results the loop should stop when the first invalid result is found.

Raycast command also controls whether or not Trigger colliders and back-face triangles generate a hit. If hitMultipleFaces is set to true, Raycast command returns multiple hits per Mesh. You should adjust maxHits and result array size accordingly to store all hits. For solid objects (Sphere, Capsule, Box, Convex), this returns a maximum of one result. Use QueryParameters to control hit flags.

Note: Only BatchQuery.ExecuteRaycastJob is logged into the profiler. Query count information is not logged.

See Also: Physics.Raycast, Physics.RaycastAll.

using Unity.Collections;
using Unity.Jobs;
using UnityEngine;

public class RaycastExample : MonoBehaviour { private void Start() { // Perform a single raycast using RaycastCommand and wait for it to complete // Setup the command and result buffers var results = new NativeArray<RaycastHit>(2, Allocator.TempJob);

var commands = new NativeArray<RaycastCommand>(1, Allocator.TempJob);

// Set the data of the first command Vector3 origin = Vector3.forward * -10;

Vector3 direction = Vector3.forward;

commands[0] = new RaycastCommand(origin, direction, QueryParameters.Default);

// Schedule the batch of raycasts. JobHandle handle = RaycastCommand.ScheduleBatch(commands, results, 1, 2, default(JobHandle));

// Wait for the batch processing job to complete handle.Complete();

// Copy the result. If batchedHit.collider is null there was no hit foreach (var hit in results) { if (hit.collider != null) { // If hit.collider is not null means there was a hit } }

// Dispose the buffers results.Dispose(); commands.Dispose(); } }


directionThe direction of the ray.
distanceThe maximum distance the ray should check for collisions.
fromThe starting point of the ray in world coordinates.
physicsSceneThe physics scene this command is run in.
queryParametersStructure for specifying additional parameters for a batch query such as layer mask, hit multiple mesh faces, hit triggers and hit backfaces.


RaycastCommandCreate a RaycastCommand.

Static Methods

ScheduleBatchSchedule a batch of raycasts to perform in a job.
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