void FixedUpdate() { RaycastHit[] coneHits = PhysicsCones.ConeCastAll(transform.position, transform.forward, angle, depth); for (int i = 0; i < coneHits.Length; i++) { //do something with collider information coneHits[i].collider.gameObject.GetComponent <Renderer>().material.color = new Color(0, 0, 1f); } }
void FixedUpdate() { int numResults = PhysicsCones.ConeCastNonAlloc(transform.position, radius, transform.forward, hits, depth); for (int i = 0; i < hits.Length; i++) { //do something with collider information hits[i].collider.gameObject.GetComponent <Renderer>().material.color = new Color(0, 0, 1f); } }