Unity - Scripting API: SpherecastCommand

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

Use this struct to set up a sphere cast command that is performed asynchronously during a job.

When you use this struct to schedule a batch of sphere casts, the sphere casts are performed asynchronously and in parallel. The results of each sphere casts are 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.

Spherecast 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.ExecuteSpherecastJob is logged into the profiler. Query count information is not logged.

Additional resources: Physics.Spherecast.

Properties

Property Description
directionThe direction of the sphere cast.
distanceThe maximum distance the sphere should check for collisions.
originThe starting point of the sphere cast 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 triggers and hit backfaces.
radiusThe radius of the casting sphere.

Static Methods

Method Description
ScheduleBatchSchedules a batch of sphere casts to perform in a job.