MixedRealityRaycaster.RaycastSpherePhysicsStep Method      
Definition
Important
Some information relates to prerelease product that may be substantially modified before it’s released. Microsoft makes no warranties, express or implied, with respect to the information provided here.
Overloads
| RaycastSpherePhysicsStep(RayStep, Single, LayerMask[], Boolean, RaycastHit) | Sphere raycasts each physics RayStep. | 
| RaycastSpherePhysicsStep(RayStep, Single, Single, LayerMask[], Boolean, RaycastHit) | Sphere raycasts each physics RayStep within a specified maximum distance. | 
RaycastSpherePhysicsStep(RayStep, Single, LayerMask[], Boolean, RaycastHit)
Sphere raycasts each physics RayStep.
public:
 static bool RaycastSpherePhysicsStep(Microsoft::MixedReality::Toolkit::Physics::RayStep step, float radius, cli::array <UnityEngine::LayerMask> ^ prioritizedLayerMasks, bool focusIndividualCompoundCollider, [Runtime::InteropServices::Out] UnityEngine::RaycastHit % physicsHit);public static bool RaycastSpherePhysicsStep(Microsoft.MixedReality.Toolkit.Physics.RayStep step, float radius, UnityEngine.LayerMask[] prioritizedLayerMasks, bool focusIndividualCompoundCollider, out UnityEngine.RaycastHit physicsHit);static member RaycastSpherePhysicsStep : Microsoft.MixedReality.Toolkit.Physics.RayStep * single * UnityEngine.LayerMask[] * bool * RaycastHit -> boolPublic Shared Function RaycastSpherePhysicsStep (step As RayStep, radius As Single, prioritizedLayerMasks As LayerMask(), focusIndividualCompoundCollider As Boolean, ByRef physicsHit As RaycastHit) As BooleanParameters
- step
- RayStep
- radius
- Single
- prioritizedLayerMasks
- UnityEngine.LayerMask[]
- focusIndividualCompoundCollider
- Boolean
- physicsHit
- UnityEngine.RaycastHit
Returns
Whether or not the raycast hit something.
Applies to
RaycastSpherePhysicsStep(RayStep, Single, Single, LayerMask[], Boolean, RaycastHit)
Sphere raycasts each physics RayStep within a specified maximum distance.
public:
 static bool RaycastSpherePhysicsStep(Microsoft::MixedReality::Toolkit::Physics::RayStep step, float radius, float maxDistance, cli::array <UnityEngine::LayerMask> ^ prioritizedLayerMasks, bool focusIndividualCompoundCollider, [Runtime::InteropServices::Out] UnityEngine::RaycastHit % physicsHit);public static bool RaycastSpherePhysicsStep(Microsoft.MixedReality.Toolkit.Physics.RayStep step, float radius, float maxDistance, UnityEngine.LayerMask[] prioritizedLayerMasks, bool focusIndividualCompoundCollider, out UnityEngine.RaycastHit physicsHit);static member RaycastSpherePhysicsStep : Microsoft.MixedReality.Toolkit.Physics.RayStep * single * single * UnityEngine.LayerMask[] * bool * RaycastHit -> boolPublic Shared Function RaycastSpherePhysicsStep (step As RayStep, radius As Single, maxDistance As Single, prioritizedLayerMasks As LayerMask(), focusIndividualCompoundCollider As Boolean, ByRef physicsHit As RaycastHit) As BooleanParameters
- step
- RayStep
- radius
- Single
- maxDistance
- Single
- prioritizedLayerMasks
- UnityEngine.LayerMask[]
- focusIndividualCompoundCollider
- Boolean
- physicsHit
- UnityEngine.RaycastHit
Returns
Whether or not the raycast hit something.