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));
 }