| void .ctor(const Vector3& from, const Vector3& direction, const QueryParameters& queryParameters, float distance) | Public+1 flags | | 0x10 |
| void set_from(const Vector3& value) | Public+1 flags | | 0x0C |
| void set_direction(const Vector3& value) | Public+1 flags | | 0x0C |
| void set_physicsScene(const PhysicsScene& value) | Public+1 flags | | 0x04 |
| void set_distance(float value) | Public+1 flags | | 0x04 |
| JobHandle ScheduleBatch(const NativeArray<UnityEngine.RaycastCommand>& commands, const NativeArray<UnityEngine.RaycastHit>& results, int minCommandsPerJob, int maxHits, const JobHandle& dependsOn) | PublicStatic | | 0x10 |
| JobHandle ScheduleBatch(const NativeArray<UnityEngine.RaycastCommand>& commands, const NativeArray<UnityEngine.RaycastHit>& results, int minCommandsPerJob, const JobHandle& dependsOn) | PublicStatic | | 0x10 |
| JobHandle ScheduleRaycastBatch(ref JobScheduleParameters& parameters, const Void*& commands, int commandLen, const Void*& result, int resultLen, int minCommandsPerJob, int maxHits) | PrivateStatic | | 0x28 |
| void ScheduleRaycastBatch_Injected(ref JobScheduleParameters& parameters, const Void*& commands, int commandLen, const Void*& result, int resultLen, int minCommandsPerJob, int maxHits, ref JobHandle& ret) | PrivateStatic | | 0x28 |