MixedRealityRaycaster.TryGetPrioritizedPhysicsHit Method
Definition
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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.