The SPhysicsHit struct refers to a single physics hit (usually returned via raycasting)
The object which was hit
this = Space.Host.ExecutingObject hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20) hitGameObject = hit.Object
Where the physics hit occurred
this = Space.Host.ExecutingObject hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20) hitPosition = hit.Position
The normal of the hit
this = Space.Host.ExecutingObject hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20) hitNormal = hit.Normal
The UV coordinates of where the hit occurred on a mesh
this = Space.Host.ExecutingObject hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20) hitUV = hit.UV
The UV2 coordinates of where the hit occurred on a mesh
this = Space.Host.ExecutingObject hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20) hitUV2 = hit.UV2
How far down a ray or from the collider, the hit occurred
this = Space.Host.ExecutingObject hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20) hitDistance = hit.Distance
Whether it was a hit or not
this = Space.Host.ExecutingObject hit = Space.Physics.RayCastSingle(this.WorldPosition,this.Forward,20) hitContainsHit = hit.ContainsHit
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