Photon Fusion 1.1.12

Static Public Member Functions | Public Attributes | Properties | List of all members
LagCompensatedHit Struct Reference

Defines a lag compensated query hit result. More...

Static Public Member Functions

static operator LagCompensatedHit (RaycastHit raycastHit)
 Creates a LagCompensatedHit structure from the information on a Unity RaycastHit. More...
 

Public Attributes

Collider Collider
 PhysX collider hit. Null in case hit is a Fusion Hitbox. More...
 
float Distance
 Distance (if requested) to hit, at the lag compensated time. More...
 
GameObject GameObject
 The Unity Game Object that was hit. Its data is not lag compensated. This is either the Hitbox's or the Collider's gameObject, depending on the object hit being a lag-compensated Hitbox or a regular Unity collider, respectively. More...
 
Hitbox Hitbox
 Fusion's Hitbox. Null in case the hit was on PhysX. More...
 
Vector3 Normal
 Surface normal (if requested) of the hit, at the lag compensated time. More...
 
Vector3 Point
 Point of impact of the hit, at the lag compensated time. More...
 
HitType Type
 Hit object source (PhysX or Fusion Hitboxes). More...
 

Properties

GameObject Object [get]
 

Detailed Description

Defines a lag compensated query hit result.

Member Function Documentation

◆ operator LagCompensatedHit()

static operator LagCompensatedHit ( RaycastHit  raycastHit)
explicitstatic

Creates a LagCompensatedHit structure from the information on a Unity RaycastHit.

Parameters
raycastHitThe RaycastHit used as source.
Returns
The built LagCompensatedHit structure.

Member Data Documentation

◆ Collider

Collider Collider

PhysX collider hit. Null in case hit is a Fusion Hitbox.

◆ Distance

float Distance

Distance (if requested) to hit, at the lag compensated time.

◆ GameObject

GameObject GameObject

The Unity Game Object that was hit. Its data is not lag compensated. This is either the Hitbox's or the Collider's gameObject, depending on the object hit being a lag-compensated Hitbox or a regular Unity collider, respectively.

◆ Hitbox

Fusion's Hitbox. Null in case the hit was on PhysX.

◆ Normal

Vector3 Normal

Surface normal (if requested) of the hit, at the lag compensated time.

◆ Point

Vector3 Point

Point of impact of the hit, at the lag compensated time.

◆ Type

HitType Type

Hit object source (PhysX or Fusion Hitboxes).