1using System.Runtime.CompilerServices;
33 INTERNAL_raycast(ref from, ref to, layerMask.
ToULong(), out hit);
58 return INTERNAL_overlapSphere(ref center, radius, layerMask.
ToULong());
61 [MethodImpl(MethodImplOptions.InternalCall)]
64 [MethodImpl(MethodImplOptions.InternalCall)]
65 private static extern Rigidbody[] INTERNAL_overlapSphere(ref
Vector3 center,
float radius, ulong layer);
static LayerMask All
Return layer mask with all layers selected
ulong ToULong()
Convert this layer mask to ulong
static Rigidbody[] OverlapSphere(Vector3 center, float radius)
Return an array of colliders which are overlapped by a sphere
static Rigidbody[] OverlapSphere(Vector3 center, float radius, LayerMask layerMask)
Return an array of colliders which are overlapped by a sphere with layer mask
static RaycastHit Raycast(Vector3 from, Vector3 to)
Check a ray intersection
static RaycastHit Raycast(Vector3 from, Vector3 to, LayerMask layerMask)
Check a ray intersection by layer mask