<?xml version="1.0"?>
<doc>
    <assembly>
        <name>Netick.Pro</name>
    </assembly>
    <members>
        <member name="M:Netick.Pro.LagCompensation.Raycast(System.Numerics.Vector3,System.Numerics.Vector3,Netick.Pro.NetHit@,Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean)">
            <summary>
            Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
            against all HitShapes and Colliders (if includeUnityColliders is equal to true) in the Scene.
            </summary>
            <param name="origin">The starting point of the ray in world coordinates.</param>
            <param name="direction">The direction of the ray.</param>
            <param name="hitData"></param>
            <param name="inputSource">The input source to compensate for.</param>
            <param name="maxDistance">The max distance the ray should check for collisions.</param>
            <param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
            <param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
            <returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
        </member>
        <member name="M:Netick.Pro.LagCompensation.OverlapSphere(System.Numerics.Vector3,System.Single,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Int32,System.Boolean,System.Boolean)">
            <summary>
            Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.
            </summary>
            <param name="center">Center of the sphere.</param>
            <param name="radius">Radius of the sphere.</param>
            <param name="hits"></param>
            <param name="inputSource">The input source to compensate for.</param>
            <param name="layerMask">A defines which layers of colliders to include in the query.</param>
            <param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
            <param name="oneHitPerHitShapeContainer">Choose whether you want to include only one HitShape per HitShapeContainer</param>
        </member>
    </members>
</doc>
