/// Prepares a set of raycast commands for a grid graph.
///
/// Each ray will start at <see cref="raycastOffset"/> from the node's position. The end point of the raycast will be the start point + <see cref="raycastDirection"/>.
///
/// See: <see cref="GraphCollision"/>
/// </summary>
[BurstCompile]
publicstructJobPrepareGridRaycast:IJob{
publicMatrix4x4graphToWorld;
publicIntBoundsbounds;
publicVector3raycastOffset;
publicVector3raycastDirection;
publicLayerMaskraycastMask;
publicPhysicsScenephysicsScene;
[WriteOnly]
publicNativeArray<RaycastCommand>raycastCommands;
publicvoidExecute(){
floatraycastLength=raycastDirection.magnitude;
varsize=bounds.size;
// In particular Unity 2022.2 seems to assert that RaycastCommands use normalized directions
/// Prepares a set of thick raycast commands for a grid graph.
///
/// Each ray will start at <see cref="raycastOffset"/> from the node's position. The end point of the raycast will be the start point + <see cref="raycastDirection"/>.