internal static extern bool Internal_FindDistanceToWall(ref Vector3 startPosition, out NavMeshHit hitInfo, float maxDistance);
internal static extern bool Internal_RayCast(ref Vector3 startPosition, ref Vector3 endPosition, out NavMeshHit hitInfo);
/// <summary> /// Finds the distance from the specified start position to the nearest polygon wall. /// </summary> /// <param name="startPosition">The start position.</param> /// <param name="hitInfo">The result hit information. Valid only when query succeed.</param> /// <param name="maxDistance">The maximum distance to search for wall (search radius).</param> /// <returns>True if ray hits an matching object, otherwise false.</returns> public static bool FindDistanceToWall(Vector3 startPosition, out NavMeshHit hitInfo, float maxDistance = float.MaxValue) { return(Internal_FindDistanceToWall(ref startPosition, out hitInfo, maxDistance)); }
/// <summary> /// Casts a 'walkability' ray along the surface of the navigation mesh from the start position toward the end position. /// </summary> /// <param name="startPosition">The start position.</param> /// <param name="endPosition">The end position.</param> /// <param name="hitInfo">The result hit information. Valid only when query succeed.</param> /// <returns>True if ray hits an matching object, otherwise false.</returns> public static bool RayCast(Vector3 startPosition, Vector3 endPosition, out NavMeshHit hitInfo) { return(Internal_RayCast(ref startPosition, ref endPosition, out hitInfo)); }