Unity3d physics raycast12/24/2023 All of the other batched queries were updated, too: Both shape casts and shape overlaps can now return multiple hits per command. Of course this is not only exclusive to raycasts. This can be useful when chaining jobs, because the other job can now fill up the commands buffer when it has data. With this change, there's no need to iterate the commands array at the time the batch is scheduled, so it's possible to postpone memory initialization. The maxHits parameter has moved from the command constructor to the batch schedule function. The layerMask parameter is now part of a new structure that holds more parameters than ever before, including a new option that allows the query to produce multiple hits from a single mesh. Comparing the RaycastCommand class between 2022.2, you may notice that the layerMask and maxHits parameters have disappeared, and a new queryParameters parameter has been added. To understand how it works, let’s take the batched raycast as an example. Now, we’re introducing a way to run queries that return multiple hits. Prior to this release, batched physics queries could only run queries that return a single hit each time, severely limiting the possible use cases. You can add the physics queries to this new buffer, which can then schedule the queries to run on other threads while something else is being computed on the main thread. To address this, we built batched physics queries which expose a new buffer. Because of this, running a lot of queries tends to create a performance bottleneck, even though each individual query is fast. The physics queries were easy to start using, but they had one particular disadvantage that only became apparent when simulations were scaled to more bodies, more colliders and more custom agents: they can only run on the thread they are invoked from (that is, the main thread). It’s at the core of many applications, so the 2022.2 updates bring a set of improvements to boost the efficiency of queries even further by allowing Unity to run more query types as batch queries. This overlap information serves as input for application-specific logic, such as sensors, custom physics forces, and more. See Also: LayerMask class, RaycastHit2D class, Raycast, Linecast, DefaultRaycastLayers, IgnoreRaycastLayer, raycastsHitTriggers.Physics queries, such as Physics.Raycast, are multipurpose tools that can discover physics objects and their overlaps at certain locations. This can easily be detected because such results are always at a RaycastHit2D fraction of zero. This means that the collision normal cannot be calculated, in which case the returned collision normal is set to the inverse of the ray vector being tested. In this case, the ray starts inside the Collider and doesn't intersect the Collider surface. Additionally, this will also detect Collider(s) at the start of the ray. Raycasts are useful for determining lines of sight, targets hit by gunfire and for many other purposes in gameplay. The layerMask can be used to detect objects selectively only on certain layers (this allows you to apply the detection only to enemy characters, for example). The Colliders in the array are sorted in order of distance from the origin point. This function is similar to the Raycast function but instead of detecting just the first Collider that is hit, an array of all Colliders along the path of the ray is returned. Any object making contact with the beam can be detected and reported. A raycast is conceptually like a laser beam that is fired from a point in space along a particular direction.
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