public RaycastHit[] SweepTestAll(Vector3 direction) { QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal; float maxDistance = float.PositiveInfinity; return(Rigidbody.INTERNAL_CALL_SweepTestAll(this, ref direction, maxDistance, queryTriggerInteraction)); }
public RaycastHit[] SweepTestAll(Vector3 direction) { float maxDistance = float.PositiveInfinity; return(Rigidbody.INTERNAL_CALL_SweepTestAll(this, ref direction, maxDistance)); }
/// <summary> /// <para>Like Rigidbody.SweepTest, but returns all hits.</para> /// </summary> /// <param name="direction">The direction into which to sweep the rigidbody.</param> /// <param name="maxDistance">The length of the sweep.</param> /// <param name="queryTriggerInteraction">Specifies whether this query should hit Triggers.</param> /// <returns> /// <para>An array of all colliders hit in the sweep.</para> /// </returns> public RaycastHit[] SweepTestAll(Vector3 direction, [DefaultValue("Mathf.Infinity")] float maxDistance, [DefaultValue("QueryTriggerInteraction.UseGlobal")] QueryTriggerInteraction queryTriggerInteraction) { return(Rigidbody.INTERNAL_CALL_SweepTestAll(this, ref direction, maxDistance, queryTriggerInteraction)); }
public RaycastHit[] SweepTestAll(Vector3 direction, [DefaultValue("Mathf.Infinity")] float maxDistance) { return(Rigidbody.INTERNAL_CALL_SweepTestAll(this, ref direction, maxDistance)); }