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CollisionInfo | CheckForGround (Vector3 position, float stepOffset, float stepDownDistance, in HitInfoFilter hitInfoFilter, HitFilterDelegate hitFilter=null) |
| Checks vertically for the ground using a CastSphere.
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CollisionInfo | CheckForGroundRay (Vector3 position, in HitInfoFilter hitInfoFilter, HitFilterDelegate hitFilter=null) |
| Checks vertically for the ground using a CastRay.
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CollisionInfo | CastBody (Vector3 position, Vector3 displacement, float bottomOffset, in HitInfoFilter hitInfoFilter, bool allowOverlaps=false, HitFilterDelegate hitFilter=null) |
| Cast the current body shape a get the closest hit.
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bool | CheckOverlapWithLayerMask (Vector3 position, float bottomOffset, in HitInfoFilter hitInfoFilter, HitFilterDelegate hitFilter=null) |
| Performs an overlap test at a given position.
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bool | CheckOverlap (Vector3 position, float bottomOffset, in HitInfoFilter hitInfoFilter, HitFilterDelegate hitFilter=null) |
| Performs an overlap test at a given position. More...
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bool | CheckBodySize (Vector3 size, Vector3 position, in HitInfoFilter hitInfoFilter, HitFilterDelegate hitFilter=null) |
| Checks if the character fits at a specific location.
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bool | CheckBodySize (Vector3 size, in HitInfoFilter hitInfoFilter, HitFilterDelegate hitFilter=null) |
| Checks if the character fits in place.
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void | UpdateCollisionInfo (CollisionInfo collisionInfo, Vector3 position, in HitInfo hitInfo, Vector3 castDisplacement, float preDistance, bool calculateEdge=true, in HitInfoFilter hitInfoFilter=new HitInfoFilter()) |
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