BaseControllerPointer.PrioritizedLayerMasksOverride Property
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
The physics layers to use when performing scene queries.
C++
public:
property cli::array <UnityEngine::LayerMask> ^ PrioritizedLayerMasksOverride { cli::array <UnityEngine::LayerMask> ^ get(); void set(cli::array <UnityEngine::LayerMask> ^ value); };
C++
public:
virtual property cli::array <UnityEngine::LayerMask> ^ PrioritizedLayerMasksOverride { cli::array <UnityEngine::LayerMask> ^ get(); void set(cli::array <UnityEngine::LayerMask> ^ value); };
public UnityEngine.LayerMask[] PrioritizedLayerMasksOverride { get; set; }
public virtual UnityEngine.LayerMask[] PrioritizedLayerMasksOverride { get; set; }
member this.PrioritizedLayerMasksOverride : UnityEngine.LayerMask[] with get, set
Public Property PrioritizedLayerMasksOverride As LayerMask()
Public Overridable Property PrioritizedLayerMasksOverride As LayerMask()
UnityEngine.LayerMask[]
Produkt | Verzie |
---|---|
MRTK2 Unity 2018 | 2.5.0, 2.5.1, 2.5.2, 2.5.3, 2.5.4, 2.6.0, 2.7.0 |
MRTK2 Unity 2019 | 2.5.0, 2.5.1, 2.5.2, 2.5.3, 2.5.4, 2.6.0, 2.7.0, 2.8.0 |
MRTK2 Unity 2020 | 2.5.2, 2.5.3, 2.5.4, 2.6.0, 2.7.0, 2.8.0 |