Collider.ClosestPoint(), but operate on lightweight geometric definitions instead of physics colliders. This makes them useful for driving interactions like snapping, hover detection, or surface-aware targeting without requiring collider components in your scene.IProximityField interface and expose a single ComputeClosestPoint() method. The Interaction SDK provides proximity fields for several shape types: boxes, circles, points, and cylinders.| Property | Description |
|---|---|
Box Transform | The transform of the proximity field. |
| Property | Description |
|---|---|
Transform | The transform that defines the center of the circle and plane facing. |
Radius | The radius of the circle, scaled by the lossy scale of the transform. |
| Property | Description |
|---|---|
Center Point | The transform that defines the origin point. |
ICurvedPlane (cylinder segment).| Property | Description |
|---|---|
Cylinder | The Cylinder used to drive the proximity field. |
Rotation | The rotation on the Y-axis, expressed in degrees where 0 degrees aligns with the positive Z-axis of the Cylinder. |
Arc Degrees | The total degrees of the proximity field arc, with the center point determined by Rotation. |
Bottom | The lower edge relative to the Y-position of the cylinder. |
Top | The upper edge relative to the Y-position of the cylinder. |
Curved Plane (Optional) | An ICurvedPlane provided here (for example, a CanvasCylinder) will drive this CylinderProximityField and override all of the above properties. |