using Unity.Physics;
bool haveHit = collisionWorld.CastRay(input, out hit);
if (haveHit)
{
return hit.Entity;
}
collisionWorld.CastRay hit itself ,but i dont want.just like UnityEngine.Physics.Raycast
how to set,or i need to use
bool CastRay(RaycastInput input, ref NativeList allHits)
{
return QueryWrappers.RayCast(in this, input, ref allHits);
}
and forloop allHits that look if it’s length is >2
this ray is always begin from collider player