public bool CastRay <T>(RaycastInput input, ref T collector) where T : struct, ICollector <RaycastHit>
 {
     return(CollisionWorld.CastRay(input, ref collector));
 }
 public void Execute(int index)
 {
     Unity.Physics.RaycastHit hit;
     world.CastRay(inputs[index], out hit);
     results[index] = hit;
 }