Success | |
HitPointOccluded | Hit point is not visible, the DepthRaycastHit.point contains the last visible point on ray. |
NotReady | Call EnvironmentDepthManagerRaycastExtensions.SetRaycastWarmUpEnabled with 'true' to keep the depth raycast always ready. |
RayOutsideOfDepthCameraFrustum | Depth raycast only works with the visible area in front of the user. |
RayOccluded | Raycast ray is completely occluded by the depth texture. |
NoHit | Either no depth info is available yet or the raycast's maxDistance is less than the environment depth. |
Left |
Right |
Both |
Hit | The intersection with the environment is found. EnvironmentRaycastManager.Raycast returns 'true' only in this case. |
HitPointOccluded | The ray intersects with the environment, but the actual hit point is invisible. |
NotReady | The raycasting system is not ready yet or the EnvironmentRaycastManager is not enabled. It takes several frames after the EnvironmentRaycastManager is enabled before the raycast is ready. |
HitPointOutsideOfCameraFrustum | The hit point can't be determined because it lies outside of the depth camera frustum. |
RayOccluded | The ray is completely occluded by the environment. |
NoHit | The intersection with the environment is not found. |
NotSupported | The environment raycast is not supported. Check the EnvironmentRaycastManager.IsSupported before calling raycasting methods. |