Method SphereCastAll
SphereCastAll(float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)
Casts a specified sphere along a ray specified with origin, direction, and maxDistance, and checks if it hits an ICollidable. Return true if at least one hit happened, all hits will be stored in a provided list.
Declaration
bool SphereCastAll(float3 origin, float radius, float3 direction, float maxDistance, ref NativeList<ColliderCastHit> outHits, CollisionFilter filter, QueryInteraction queryInteraction = QueryInteraction.Default)
Parameters
| Type | Name | Description |
|---|---|---|
| float3 | origin | The origin. |
| float | radius | The radius. |
| float3 | direction | The direction. |
| float | maxDistance | The maximum distance. |
| NativeList<ColliderCastHit> | outHits | [in,out] The out hits. |
| CollisionFilter | filter | Specifies the filter. |
| QueryInteraction | queryInteraction | (Optional) The query interaction. |
Returns
| Type | Description |
|---|---|
| bool | True if there is a hit, false otherwise. |