Fast raycast against physics colliders
ray origin in screen or worldspace
ray direction in worldspace
max distance to raycast
if true it will also hit the collider if origin is already inside it
Precice sphere overlap detection using rapier against colliders
center of the sphere in worldspace
radius of the sphere
array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
Generated using TypeDoc
The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body.