public static RaycastHit[] RaycastAll(Vector3 origin, Vector3 direction) { int layermask = -5; float maxDistance = float.PositiveInfinity; return(Physics.INTERNAL_CALL_RaycastAll(ref origin, ref direction, maxDistance, layermask)); }
public static RaycastHit[] RaycastAll(Vector3 origin, Vector3 direction, [DefaultValue("Mathf.Infinity")] float maxDistance, [DefaultValue("DefaultRaycastLayers")] int layermask) { return(Physics.INTERNAL_CALL_RaycastAll(ref origin, ref direction, maxDistance, layermask)); }