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    Struct Ray

    This struct captures the information needed for ray casting. It is technically not a Ray as it includes a length. This is to avoid performance issues with infinite length Rays.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.Physics
    Assembly: Unity.Physics.dll
    Syntax
    public struct Ray

    Fields

    Origin

    The Origin point of the Ray in query space.

    Declaration
    public float3 Origin
    Field Value
    Type Description
    float3

    Point vector coordinate.

    Remarks

    If the origin of the ray is an entity in a transform hierarchy, the entity's LocalTransform component only stores its position relative to its parent entity. In this case, to compute the entity's world-space transform for ray-casting purposes, use the Unity.Transforms.Helpers.ComputeWorldTransformMatrix method.

    Properties

    Displacement

    This represents the line from the Ray's Origin to a second point on the Ray. The second point will be the Ray End if nothing is hit.

    Declaration
    public float3 Displacement { get; set; }
    Property Value
    Type Description
    float3

    Line vector.

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