ConeCastUtility.ConeCastAll Method
Definition
Important
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Function casts a sphere along a ray and checks if the hitpoint is within the angle of the cone and returns detailed information.
public:
static cli::array <Microsoft::MixedReality::Toolkit::Physics::ConeCastUtility::ConeCastHit> ^ ConeCastAll(UnityEngine::Vector3 origin, UnityEngine::Vector3 direction, float maxRadius, float maxDistance, float coneAngle, UnityEngine::LayerMask layerMask);
public static Microsoft.MixedReality.Toolkit.Physics.ConeCastUtility.ConeCastHit[] ConeCastAll (UnityEngine.Vector3 origin, UnityEngine.Vector3 direction, float maxRadius, float maxDistance, float coneAngle, UnityEngine.LayerMask layerMask);
static member ConeCastAll : UnityEngine.Vector3 * UnityEngine.Vector3 * single * single * single * UnityEngine.LayerMask -> Microsoft.MixedReality.Toolkit.Physics.ConeCastUtility.ConeCastHit[]
Public Shared Function ConeCastAll (origin As Vector3, direction As Vector3, maxRadius As Single, maxDistance As Single, coneAngle As Single, layerMask As LayerMask) As ConeCastUtility.ConeCastHit()
Parameters
- origin
- UnityEngine.Vector3
The vertex of the cone and the at the start of the sweep.
- direction
- UnityEngine.Vector3
The direction into which to sweep the sphere..
- maxRadius
- Single
The radius of the sweep.
- maxDistance
- Single
The max length of the cast.
- coneAngle
- Single
The angle used to define the cone.
- layerMask
- UnityEngine.LayerMask
A Layer mask that is used to selectively ignore colliders when casting a capsule.
Returns
An array of structs that contain RaycastHit, distance to hit, and the angle of all the objects that were hit.