ReadonlyonSignals at most once per frame with the colliders that entered the probe's enter volume that frame, delivered as the OverlapEnterEventArgs#enteredOverlaps batch. When a frame has both enters and exits, onOverlapEnter fires before OverlapProbe#onOverlapExit. Delivered after Update, prior to LateUpdate.
ReadonlyonSignals at most once per frame with the colliders that left the probe's exit volume that frame, whose collider was removed while a member, or that were still inside when the probe itself was removed, delivered as the OverlapExitEventArgs#exitedOverlaps batch. Delivered after Update, prior to LateUpdate.
ReadonlyqueryThe layers this probe matches against. A collider joins only when its Interactable's
layerMask shares a layer with this set. Only layers 0-63 are supported, so this reads back
without any layers above that range the probe was created with.
Stops the probe and drops it from active tracking. Any colliders still inside fire one final OverlapProbe#onOverlapExit shortly after. No further events follow. Idempotent.
StaticgetReturns the name of this object's type.
Returns true if the object matches or derives from the passed in type.
Returns true if this object is the same as other. Useful for checking if two references point to the same thing.
An edge-triggered overlap probe. Follows a SceneObject and reports, at most once per frame, the colliders that entered or left a volume around it, via OverlapProbe#onOverlapEnter and OverlapProbe#onOverlapExit. The volume's shape is fixed at creation: a SpecsInteractionModule.SphereOverlapProbe (see SpecsInteractionModule#createSphereOverlapProbe) or a SpecsInteractionModule.BoxOverlapProbe (see SpecsInteractionModule#createBoxOverlapProbe).
The enter and exit volumes give hysteresis: a collider enters when it intersects the enter volume and leaves when it exits the exit volume, which is at least as large. If the two are the same size there is no hysteresis, so a collider enters and leaves at the same boundary. A collider from another Lens is never reported, even while it overlaps the volume.
The probe runs for as long as you hold a reference to it, so store it somewhere that outlives the frame. Dropping your last reference collects the probe together with its handlers, so it stops without a final OverlapProbe#onOverlapExit — nothing is left to receive one. Call OverlapProbe#destroy on a probe you still hold to stop it and get that last exit batch. Destroying its SceneObject also stops the probe and delivers that final batch, with no OverlapProbe#destroy call needed.
Since
Lens Scripting Version 375
Snap OS
Example