Use this struct to set up a sphere cast command that is performed asynchronously during a job.
When you use this struct to schedule a batch of sphere casts, the sphere casts are performed asynchronously and in parallel. The results of each sphere casts are written to the results buffer. Since the results are written asynchronously, you cannot access the results buffer until the job is completed.
The result for a command at index N in the command buffer is stored at index N in the results buffer.
See Also: Physics.Spherecast.
using Unity.Collections; using Unity.Jobs; using UnityEngine;
public class Example : MonoBehaviour { private void SpherecastExample() { // Perform a single sphere cast using SpherecastCommand and wait for it to complete // Set up the command and result buffers var results = new NativeArray<RaycastHit>(1, Allocator.Temp); var commands = new NativeArray<SpherecastCommand>(1, Allocator.Temp);
// Set the data of the first command Vector3 origin = Vector3.forward * -10; Vector3 direction = Vector3.forward; float radius = 0.5f;
commands[0] = new SpherecastCommand(origin, radius, direction);
// Schedule the batch of sphere casts var handle = SpherecastCommand.ScheduleBatch(commands, results, 1, default(JobHandle));
// Wait for the batch processing job to complete handle.Complete();
// Copy the result. If batchedHit.collider is null, there was no hit RaycastHit batchedHit = results[0];
// Dispose the buffers results.Dispose(); commands.Dispose(); } }
direction | The direction of the sphere cast. |
distance | The maximum distance the sphere should check for collisions. |
layerMask | The LayerMask that selectively ignores Colliders when casting a sphere. |
origin | The starting point of the sphere cast in world coordinates. |
radius | The radius of the casting sphere. |
SpherecastCommand | Creates a SpherecastCommand. |
ScheduleBatch | Schedules a batch of sphere casts to perform in a job. |
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