Transform
: Transform |
Signature
Transform Oculus.Interaction.Surfaces.PhysicsLayerSurface.Transform |
CloseCollidersCacheSize
: int
[Get][Set] |
Signature
int Oculus.Interaction.Surfaces.PhysicsLayerSurface.CloseCollidersCacheSize |
LayerMask
: LayerMask
[Get][Set] |
Signature
LayerMask Oculus.Interaction.Surfaces.PhysicsLayerSurface.LayerMask |
Awake
()
|
Signature
virtual void Oculus.Interaction.Surfaces.PhysicsLayerSurface.Awake() Returns void |
ClosestSurfacePoint
(
point
, hit
, maxDistance
)
|
Find the nearest point to the surface.
The arguments and outputs of this operation are in world space.
Signature
bool Oculus.Interaction.Surfaces.PhysicsLayerSurface.ClosestSurfacePoint(in Vector3 point, out SurfaceHit surfaceHit, float maxDistance=0) Parameters point: in Vector3
The point, in world space, for which the nearest point on the surface must be found
hit: out SurfaceHit
The returned hit data in world space if a nearest point could be found, default otherwise
maxDistance: float
If greater than zero, maximum distance of check; if zero distance is unconstrained
Returns bool
True if the racyast hit the surface, false otherwise
|
Raycast
(
ray
, hit
, maxDistance
)
|
Raycast to the surface with an optional maximum distance value.
The arguments and outputs of this operation are in world space.
Signature
bool Oculus.Interaction.Surfaces.PhysicsLayerSurface.Raycast(in Ray ray, out SurfaceHit surfaceHit, float maxDistance=0) Parameters ray: in Ray
The ray to cast, with position and direction both defined in world space
hit: out SurfaceHit
The returned hit data in world space if the raycast hit the surface, default otherwise
maxDistance: float
If greater than zero, maximum distance of raycast; if zero, distance is unconstrained
Returns bool
True if the raycast hit the surface, false otherwise
|