Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

OverlapCapsuleCommand

struct in UnityEngine

/

Implemented in:UnityEngine.PhysicsModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Struct used to set up an overlap capsule command to be performed asynchronously during a job.

When you use this struct to schedule a batch of overlap capsule commands, the commands are performed asynchronously. The results of the overlap capsule are written to the results buffer. Because the results are written asynchronously, the results buffer can't be accessed until the job is complete.

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 instance ID being 0. The second and later invalid results are not written to the overlap capsule command so their collider instance IDs are not guaranteed to be 0. When iterating over the results the loop should stop when the first invalid result is found.

Overlap capsule command also controls whether or not Trigger colliders generate a hit. You should adjust maxHits and result array size accordingly to store all hits. Use QueryParameters to control hit flags. QueryParameters.hitBackfaces and QueryParameters.hitMultipleFaces flags are not supported and won’t have any impact on overlap results.

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

Additional resources: Physics.OverlapCapsule, ColliderHit.

using Unity.Collections;
using UnityEngine;

public class CapsuleOverlap : MonoBehaviour { //Print iname of GameObjects inside the capsule void BatchOverlapCapsule() { var commands = new NativeArray<OverlapCapsuleCommand>(1, Allocator.TempJob); var results = new NativeArray<ColliderHit>(3, Allocator.TempJob);

commands[0] = new OverlapCapsuleCommand(Vector3.zero, Vector3.one, 10f, QueryParameters.Default);

OverlapCapsuleCommand.ScheduleBatch(commands, results, 1, 3).Complete();

foreach (var hit in results) Debug.Log(hit.collider.name);

commands.Dispose(); results.Dispose(); } }

Properties

physicsSceneThe physics scene this command is run in.
point0The center of the sphere at the start of the capsule.
point1The center of the sphere at the end of the capsule.
queryParametersStructure for specifying additional parameters for a batch query such as layer mask or hit triggers.
radiusThe radius of the capsule.

Constructors

OverlapCapsuleCommandCreate an OverlapCapsuleCommand.

Static Methods

ScheduleBatchSchedule a batch of overlap capsule commands to perform in a job.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961