为了方便起见,您可以直接从当前的几何形状创建一个构建源列表。(UnityEngine)
该集合可以根据层、几何形状类型以及通过按层级或体积收集来进行控制。
includedWorldBounds | 查询的对象必须重叠这些边界才能包含在结果中。 |
includedLayerMask | 指定哪些层包含在查询中。 |
geometry | 要收集的几何形状类型 - 例如物理碰撞体。 |
defaultArea | 分配给结果的区域类型,除非被 NavMeshMarkup 修改。 |
markups | 允许更精确地控制对象收集方式的标记列表。 |
results | 存储结果的列表,该列表会在调用开始时被清除。 |
收集一个体积内的渲染器或物理碰撞体以及地形。(UnityEngine)
root | 如果不为 null,则仅考虑查询中的根及其子项;如果为 null,则包括加载的所有项。 |
includedLayerMask | 指定哪些层包含在查询中。 |
geometry | 要收集的几何形状类型 - 例如物理碰撞体。 |
defaultArea | 分配给结果的区域类型,除非被 NavMeshMarkup 修改。 |
markups | 允许更精确地控制对象收集方式的标记列表。 |
results | 存储结果的列表,该列表会在调用开始时被清除。 |
收集一个变换层级中的渲染器或物理碰撞体以及地形。(UnityEngine)
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