Netick.Unity.Pro 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. The starting point of the ray in world coordinates. The direction of the ray. The input source to compensate for. The max distance the ray should check for collisions. A that is used to selectively ignore Colliders when casting a ray. Choose whether you want to include normal unity colliders, or only Netick HitShapes. Returns true if the ray intersects with a Collider/HitShape, otherwise false. 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. The starting point of the ray in world coordinates. The direction of the ray. The input source to compensate for. The max distance the ray should check for collisions. A that is used to selectively ignore Colliders when casting a ray. Choose whether you want to include normal unity colliders, or only Netick HitShapes. Returns true if the ray intersects with a Collider/HitShape, otherwise false. 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. The starting point of the ray in world coordinates. The direction of the ray. The input source to compensate for. The max distance the ray should check for collisions. A that is used to selectively ignore Colliders when casting a ray. 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. The starting point of the ray in world coordinates. The direction of the ray. The input source to compensate for. The max distance the ray should check for collisions. A that is used to selectively ignore Colliders when casting a ray. Performs a lag compensated OverlapSphere which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the sphere. Center of the sphere. Radius of the sphere. The input source to compensate for. A defines which layers of colliders to include in the query. Choose whether you want to include normal unity colliders, or only Netick HitShapes. Choose whether you want to include only one HitShape per HitShapeContainer Performs a lag compensated OverlapCircle which computes and stores HitShapes and Colliders (if includeUnityColliders is equal to true) touching or inside the circle. Center of the sphere. Radius of the sphere. The input source to compensate for. A defines which layers of colliders to include in the query. Choose whether you want to include normal unity colliders, or only Netick HitShapes. Choose whether you want to include only one HitShape per HitShapeContainer