<?xml version="1.0"?>
<doc>
    <assembly>
        <name>Netick.Unity.Pro</name>
    </assembly>
    <members>
        <member name="M:Netick.Unity.Pro.NetworkSandboxExts.Raycast(Netick.Unity.NetworkSandbox,UnityEngine.Vector3,UnityEngine.Vector3,Netick.Unity.Pro.LagCompHit@,Netick.NetworkPlayer,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction,System.Boolean,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.Unity.Pro.NetworkSandboxExts.Raycast2D(Netick.Unity.NetworkSandbox,UnityEngine.Vector2,UnityEngine.Vector2,Netick.Unity.Pro.LagCompHit2D@,Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,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.Unity.Pro.NetworkSandboxExts.RaycastAll(Netick.Unity.NetworkSandbox,UnityEngine.Vector3,UnityEngine.Vector3,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit},Netick.NetworkPlayer,System.Single,System.Int32,UnityEngine.QueryTriggerInteraction,System.Boolean,System.Boolean,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, and returns all the hits.
            </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="hits"></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>
        </member>
        <member name="M:Netick.Unity.Pro.NetworkSandboxExts.RaycastAll2D(Netick.Unity.NetworkSandbox,UnityEngine.Vector2,UnityEngine.Vector2,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit2D},Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,System.Boolean,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, and returns all the hits.
            </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="hits"></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>
        </member>
        <member name="M:Netick.Unity.Pro.NetworkSandboxExts.OverlapSphere(Netick.Unity.NetworkSandbox,UnityEngine.Vector3,System.Single,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit},Netick.NetworkPlayer,System.Int32,UnityEngine.QueryTriggerInteraction,System.Boolean,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>
        <member name="M:Netick.Unity.Pro.NetworkSandboxExts.OverlapCircle(Netick.Unity.NetworkSandbox,UnityEngine.Vector2,System.Single,System.Collections.Generic.List{Netick.Unity.Pro.LagCompHit2D},Netick.NetworkPlayer,System.Int32,System.Boolean,System.Boolean,System.Boolean)">
            <summary>
            Performs a lag compensated OverlapCircle which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the circle.
            </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>
