Casts a ray against all active colliders in the scene, returning the closest hit.
The ray to cast.
Maximum travel distance (default: Infinity).
32-bit collision layer mask filter (default: 0xFFFFFFFF).
OptionaloutHit: RaycastHit
Optional RaycastHit object receiving the hit details.
If true, ignores sensor/trigger colliders (default: true).
RaycastHit or null if nothing was hit within maxDistance.
Casts a ray against all active colliders and returns all hits sorted by distance ascending.
The ray to cast.
Maximum travel distance.
32-bit collision layer mask filter.
OptionaloutHits: RaycastHit[]
Optional array receiving the results.
If true, ignores sensor/trigger colliders.
Array of RaycastHit objects sorted by distance ascending.
Sweeps a sphere along a direction vector against all active colliders in the scene.
Starting center position of the swept sphere.
Radius of the sphere.
Direction vector of the sweep.
Maximum travel distance along direction.
32-bit collision layer mask filter (default: 0xFFFFFFFF).
OptionaloutHit: RaycastHit
Optional RaycastHit object receiving the hit details.
If true, ignores sensor/trigger colliders (default: true).
RaycastHit or null if no obstacle was struck.
Spatial query operations (raycast / raycastAll / sphereCast) against the broadphase tree.
Owns its own reusable broadphase query buffer and keeps the trigger-filter logic in one place, so the owner system only delegates to this service.