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Added NetworkDictionary<TKey,TValue>, NetworkHashSet<T> and NetworkUnorderedList<T>.
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@@ -18,6 +18,17 @@
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<param name="includeUnityColliders">Choose whether you want to include normal unity colliders, or only Netick HitShapes.</param>
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<returns>Returns true if the ray intersects with a Collider/HitShape, otherwise false.</returns>
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</member>
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<member name="M:Netick.Pro.LagCompensation.RaycastAll(System.Numerics.Vector3,System.Numerics.Vector3,System.Collections.Generic.List{Netick.Pro.NetHit},Netick.NetworkPlayer,System.Single,System.Int32,System.Boolean,System.Boolean)">
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<summary>
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Casts a lag compensated ray, from point origin, in direction direction, of length maxDistance,
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against all HitShapes and in the Scene, and return all hits.
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</summary>
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<param name="origin">The starting point of the ray in world coordinates.</param>
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<param name="direction">The direction of the ray.</param>
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<param name="inputSource">The input source to compensate for.</param>
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<param name="maxDistance">The max distance the ray should check for collisions.</param>
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<param name="layerMask">A that is used to selectively ignore Colliders when casting a ray.</param>
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</member>
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<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)">
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<summary>
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Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere.
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