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    Class PhysicsRaycaster

    Simple event system using physics raycasts.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    UIBehaviour
    BaseRaycaster
    PhysicsRaycaster
    Physics2DRaycaster
    Inherited Members
    BaseRaycaster.priority
    BaseRaycaster.sortOrderPriority
    BaseRaycaster.renderOrderPriority
    BaseRaycaster.rootRaycaster
    BaseRaycaster.ToString()
    BaseRaycaster.OnEnable()
    BaseRaycaster.OnDisable()
    BaseRaycaster.OnCanvasHierarchyChanged()
    BaseRaycaster.OnTransformParentChanged()
    UIBehaviour.Awake()
    UIBehaviour.Start()
    UIBehaviour.OnDestroy()
    UIBehaviour.IsActive()
    UIBehaviour.OnValidate()
    UIBehaviour.Reset()
    UIBehaviour.OnRectTransformDimensionsChange()
    UIBehaviour.OnBeforeTransformParentChanged()
    UIBehaviour.OnDidApplyAnimationProperties()
    UIBehaviour.OnCanvasGroupChanged()
    UIBehaviour.IsDestroyed()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.didStart
    MonoBehaviour.didAwake
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.GetComponentIndex()
    Component.CompareTag(string)
    Component.CompareTag(TagHandle)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEngine.EventSystems
    Assembly: UnityEngine.UI.dll
    Syntax
    [AddComponentMenu("Event/Physics Raycaster")]
    [RequireComponent(typeof(Camera))]
    public class PhysicsRaycaster : BaseRaycaster

    Constructors

    PhysicsRaycaster()

    Declaration
    protected PhysicsRaycaster()

    Fields

    kNoEventMaskSet

    Const to use for clarity when no event mask is set

    Declaration
    protected const int kNoEventMaskSet = -1
    Field Value
    Type Description
    int

    m_EventCamera

    Declaration
    protected Camera m_EventCamera
    Field Value
    Type Description
    Camera

    m_EventMask

    Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.

    Declaration
    [SerializeField]
    protected LayerMask m_EventMask
    Field Value
    Type Description
    LayerMask

    m_LastMaxRayIntersections

    Declaration
    protected int m_LastMaxRayIntersections
    Field Value
    Type Description
    int

    m_MaxRayIntersections

    The max number of intersections allowed. 0 = allocating version anything else is non alloc.

    Declaration
    [SerializeField]
    protected int m_MaxRayIntersections
    Field Value
    Type Description
    int

    Properties

    depth

    Depth used to determine the order of event processing.

    Declaration
    public virtual int depth { get; }
    Property Value
    Type Description
    int

    eventCamera

    The camera that will generate rays for this raycaster.

    Declaration
    public override Camera eventCamera { get; }
    Property Value
    Type Description
    Camera
    Overrides
    BaseRaycaster.eventCamera

    eventMask

    Layer mask used to filter events. Always combined with the camera's culling mask if a camera is used.

    Declaration
    public LayerMask eventMask { get; set; }
    Property Value
    Type Description
    LayerMask

    finalEventMask

    Event mask used to determine which objects will receive events.

    Declaration
    public int finalEventMask { get; }
    Property Value
    Type Description
    int

    maxRayIntersections

    Max number of ray intersection allowed to be found.

    Declaration
    public int maxRayIntersections { get; set; }
    Property Value
    Type Description
    int
    Remarks

    A value of zero will represent using the allocating version of the raycast function where as any other value will use the non allocating version.

    Methods

    ComputeRayAndDistance(PointerEventData, ref Ray, ref int, ref float)

    Returns a ray going from camera through the event position and the distance between the near and far clipping planes along that ray.

    Declaration
    protected bool ComputeRayAndDistance(PointerEventData eventData, ref Ray ray, ref int eventDisplayIndex, ref float distanceToClipPlane)
    Parameters
    Type Name Description
    PointerEventData eventData

    The pointer event for which we will cast a ray.

    Ray ray

    The ray to use.

    int eventDisplayIndex

    The display index used.

    float distanceToClipPlane

    The distance between the near and far clipping planes along the ray.

    Returns
    Type Description
    bool

    True if the operation was successful. false if it was not possible to compute, such as the eventPosition being outside of the view.

    Raycast(PointerEventData, List<RaycastResult>)

    Raycast against the scene.

    Declaration
    public override void Raycast(PointerEventData eventData, List<RaycastResult> resultAppendList)
    Parameters
    Type Name Description
    PointerEventData eventData

    Current event data.

    List<RaycastResult> resultAppendList

    List of hit Objects.

    Overrides
    BaseRaycaster.Raycast(PointerEventData, List<RaycastResult>)
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