func ScreenMultiRaycast(startPosition Vector2, distance float, layerMask List<int>, includeTrigger bool, out var hitEntities List<entity<Entity>>, out var hitPoints List<Vector3>, out var hitDistances List<float>, out var hitNormals List<Vector3>)
go
| Name |
Type |
Description |
| Start Position |
Vector2 |
Start screen touch point |
| Distance |
Float |
Detection distance |
| Layer Mask |
ListT_Int |
Layer mask, only the filled layers will participate in the scan, leaving it blank means all layers will participate in the scan |
| Include Trigger |
Bool |
Whether the trigger can be detected |
| Name |
Type |
Description |
| Hit Entities |
ListT_Entity |
List of entities hit |
| Hit Points |
ListT_Vector3 |
Hit point coordinate list |
| Hit Distances |
ListT_Float |
List of distances between the hit point and the start point |
| Hit Normals |
ListT_Vector3 |
List of hit surface normals |