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MixedRealityRaycaster.TryGetPrioritizedPhysicsHit Method

Definition

Tries to get the prioritized physics raycast hit based on the prioritized layer masks.

public:
 static bool TryGetPrioritizedPhysicsHit(cli::array <UnityEngine::RaycastHit> ^ hits, cli::array <UnityEngine::LayerMask> ^ priorityLayers, bool focusIndividualCompoundCollider, [Runtime::InteropServices::Out] UnityEngine::RaycastHit % raycastHit);
public static bool TryGetPrioritizedPhysicsHit (UnityEngine.RaycastHit[] hits, UnityEngine.LayerMask[] priorityLayers, bool focusIndividualCompoundCollider, out UnityEngine.RaycastHit raycastHit);
static member TryGetPrioritizedPhysicsHit : UnityEngine.RaycastHit[] * UnityEngine.LayerMask[] * bool * RaycastHit -> bool
Public Shared Function TryGetPrioritizedPhysicsHit (hits As RaycastHit(), priorityLayers As LayerMask(), focusIndividualCompoundCollider As Boolean, ByRef raycastHit As RaycastHit) As Boolean

Parameters

hits
UnityEngine.RaycastHit[]
priorityLayers
UnityEngine.LayerMask[]
focusIndividualCompoundCollider
Boolean
raycastHit
UnityEngine.RaycastHit

Returns

The minimum distance hit within the first layer that has hits.

Remarks

Sorts all hit objects first by layerMask, then by distance.

Applies to