AbstractProtectedconstructorOptionalisInternalConstructor: booleanPerforms a sweep into the scene using a box and returns the closest found hit, if any.
Box to sweep through the scene.
Orientation of the box.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a box and returns all found hits.
Box to sweep through the scene.
Orientation of the box.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
List of all detected hits.
Performs a sweep into the scene using a box and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.
Box to sweep through the scene.
Orientation of the box.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Returns a list of all colliders in the scene that overlap the provided box.
Box to check for overlap.
Orientation of the box.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
List of all colliders that overlap the box.
Checks if the provided box overlaps any other collider in the scene.
Box to check for overlap.
Orientation of the box.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
True if there is overlap with another object, false otherwise.
Performs a sweep into the scene using a capsule and returns the closest found hit, if any.
Capsule to sweep through the scene.
Orientation of the capsule.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a capsule and returns all found hits.
Capsule to sweep through the scene.
Orientation of the capsule.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
List of all detected hits.
Performs a sweep into the scene using a capsule and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.
Capsule to sweep through the scene.
Orientation of the capsule.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Returns a list of all colliders in the scene that overlap the provided capsule.
Capsule to check for overlap.
Orientation of the capsule.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
List of all colliders that overlap the capsule.
Checks if the provided capsule overlaps any other collider in the scene.
Capsule to check for overlap.
Orientation of the capsule.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
True if there is overlap with another object, false otherwise.
Performs a sweep into the scene using a convex mesh and returns the closest found hit, if any.
Mesh to sweep through the scene. Must be convex.
Starting position of the mesh.
Orientation of the mesh.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a convex mesh and returns all found hits.
Mesh to sweep through the scene. Must be convex.
Starting position of the mesh.
Orientation of the mesh.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
List of all detected hits.
Performs a sweep into the scene using a convex mesh and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.
Mesh to sweep through the scene. Must be convex.
Starting position of the mesh.
Orientation of the mesh.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Returns a list of all colliders in the scene that overlap the provided convex mesh.
Mesh to check for overlap. Must be convex.
Position of the mesh.
Orientation of the mesh.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
List of all colliders that overlap the mesh.
Checks if the provided convex mesh overlaps any other collider in the scene.
Mesh to check for overlap. Must be convex.
Position of the mesh.
Orientation of the mesh.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
True if there is overlap with another object, false otherwise.
Casts a ray into the scene and returns the closest found hit, if any.
True if something was hit, false otherwise.
Casts a ray into the scene and returns all found hits.
List of all detected hits.
Performs a sweep into the scene using a sphere and returns the closest found hit, if any.
Sphere to sweep through the scene.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Performs a sweep into the scene using a sphere and returns all found hits.
Sphere to sweep through the scene.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
List of all detected hits.
Performs a sweep into the scene using a sphere and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.
Sphere to sweep through the scene.
Unit direction towards which to perform the sweep.
Optionallayer: numberLayers to consider for the query. This allows you to ignore certain groups of objects.
OptionalmaximumDistance: numberMaximum distance at which to perform the query. Hits past this distance will not be detected.
True if something was hit, false otherwise.
Physical representation of a scene, allowing creation of new physical objects in the scene and queries against those objects. Objects created in different scenes cannot physically interact with each other.