Version: Unity 6 Preview (6000.0)
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RaycastHit.colliderInstanceID

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public int colliderInstanceID;

Description

Instance ID of the Collider that was hit.

Provides a reference to the collider that was hit in a way that is accessible from jobs. For more information on creating jobs see Create Jobs.

using Unity.Collections;
using Unity.Jobs;
using UnityEngine;

public class BatchExample : MonoBehaviour { public struct CollisionJob : IJob { public int colliderID; public NativeArray<RaycastHit> results;

public void Execute() { // This is where we check what we collided with and do any appropriate actions // If you tried accessing RaycastHit.collider you would get an error if (colliderID == results[0].colliderInstanceID) Debug.Log("Detected the a hit with the requested collider"); } } void Start() { // We create the raycast command buffer and an array to store the RaycastHits NativeArray<RaycastCommand> commands = new NativeArray<RaycastCommand>(1, Allocator.TempJob); NativeArray<RaycastHit> results = new NativeArray<RaycastHit>(1, Allocator.TempJob);

var boxCollider = new GameObject().AddComponent<BoxCollider>();

// Create a new command for the buffer, pointing at the collider we created commands[0] = new RaycastCommand(Vector3.up * 2, Vector3.down);

// Schedule the commands in the buffer and store results in the 'results' array var batchHandle = RaycastCommand.ScheduleBatch(commands, results, 1, 1);

// This job is for doing something on the other thread when the collider of interest was hit var job = new CollisionJob(); job.colliderID = boxCollider.GetInstanceID(); job.results = results;

//Schedule the job to start after batchHandle has finished var jobHandle = job.Schedule(batchHandle); jobHandle.Complete();

commands.Dispose(); results.Dispose(); } }