Note: Only BatchQuery.ExecuteRaycastJob is logged into the profiler. Use QueryParameters to control hit flags. For solid objects (Sphere, Capsule, Box, Convex), this returns a maximum of one result. You should adjust maxHits and result array size accordingly to store all hits. If hitMultipleFaces is set to true, Raycast command returns multiple hits per Mesh. Raycast command also controls whether or not Trigger colliders and back-face triangles generate a hit. When iterating over the results the loop should stop when the first invalid result is found. The second and later invalid results are not written to by the raycast command so their colliders are not guaranteed to be null. The first invalid result is identified by the collider being null. If maxHits is larger than the actual number of results for the command the result buffer will contain some invalid results which did not hit anything. The results for a command at index N in the command buffer are stored at index N * maxHits in the results buffer. Since the results are written asynchronously the results buffer cannot be accessed until the job has been completed. The results of the raycasts are written to the results buffer. This is a very useful way to locate an object based on its onscreen image.When you use this struct to schedule a batch of raycasts, they will be performed asynchronously and in parallel to each other. Information is then returned about the object and the point that was hit in a RaycastHit object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. A raycast sends an imaginary “laser beam” along the ray from its origin until it hits a collider An invisible shape that is used to handle physical collisions for an object. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. The most common use of a Ray from the camera is to perform a raycast out into the scene A Scene contains the environments and menus of your game. More info See in Glossary rather than the Camera’s transform.position point. See far clipping plane and near clipping plane. A camera’s viewable range is between the far and near clipping planes. The Ray originates from the near clipping plane A plane that limits how far or close a camera can see from its current position. Each of these functions returns a Ray which consists of a point of origin and a vector which shows the direction of the line from that origin. More info See in Glossary coordinate, while ViewportPointToRay takes normalized coordinates in the range 0.1 (where 0 represents the bottom or left and 1 represents the top or right of the view). Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. The difference between the two is that ScreenPointToRay expects the point to be provided as a pixel The smallest unit in a computer image. The Ray always corresponds to a point in the view, so the Camera class provides the ScreenPointToRay and ViewportPointToRay functions. It is sometimes useful to have a mathematical representation of that line and Unity can provide this in the form of a Ray object. More info See in Glossary’s view corresponds to a line in world space. The output is either drawn to the screen or captured as a texture. In the section Understanding the View Frustum, it was explained that any point in the camera A component which creates an image of a particular viewpoint in your scene.
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