![]() There's a lot of numbers between 0 and infinity - surely you can choose one of those and confidently say that there can't possibly be more than that. ![]() You are using the default one, which checks a ray at a given distance, modifies a RaycastHit, this method returns true if it hits anything, even the origin's object, and since you are casting it from transform.position which will: Always return true. if ( Physics.Raycast (transform. You should check all Physics.Raycast overloads on the Documentation. Saying that you can't possibly know how many collisions you need to deal with is preposterous. This example creates a simple Raycast, projecting forwards from the position of the objects current position, extending for 10 units. This is a very common technique in game design. Unity Raycast 2D, firing a laser beam from a point in a certain direction and detecting the colliders 2D through the way, helps us in different ways. The 2D version returns the value so you write RaycastHit2D hit Physics2D.Raycast (.). A simple script with which you can spawn objects. The larger point I was making was that if you are allocating an array for RaycastNonAlloc, there is no reason that you can't create an array that is as large as it needs to be to fulfill your worst case scenario. Random spawn of objects above the ground using Physics.Ra圜ast. Depending on your use case, there's nothing stopping you from 1) ensuring that your raycast results have a short lifetime (most do anyway), 2) ensuring that calls to RaycastNonAlloc don't conflict, 3) ensuring that you copy any raycast results you do want to keep long term, 4) making more than one buffers, and/or namespacing buffers for different purposes, or 5) wiring up a simple array pooler so that you can be sure you're always getting an array that is not being used. ![]() Click to expand.This is purely an issue of semantics.
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