/// The sorting group ID when the hit object is influenced by a SortingGroup.
/// </summary>
/// <remarks>
/// For UI.Graphic elements will always be 0.
/// For 3D objects this will always be 0.
/// For 2D objects if a SortingOrder is influencing the same object as the hit collider then the renderers sortingGroupID will be used; otherwise SortingGroup.invalidSortingGroupID.
/// </remarks>
publicintsortingGroupID;
/// <summary>
/// The sorting group order when the hit object is influenced by a SortingGroup.
/// </summary>
/// <remarks>
/// For UI.Graphic elements this will always be 0.
/// For 3D objects this will always be 0.
/// For 2D objects if a SortingOrder is influencing the same object as the hit collider then the renderers sortingGroupOrder will be used.
/// For UI.Graphic elements this will be the values from that graphic's Canvas
/// For 3D objects this will always be 0.
/// For 2D objects if a 2D Renderer (Sprite, Tilemap, SpriteShape) is attached to the same object as the hit collider that sortingLayerID will be used.
/// </remarks>
publicintsortingLayer;
/// <summary>
/// The SortingOrder for the hit object.
/// </summary>
/// <remarks>
/// For Graphic elements this will be the values from that graphics Canvas
/// For 3D objects this will always be 0.
/// For 2D objects if a 2D Renderer (Sprite, Tilemap, SpriteShape) is attached to the same object as the hit collider that sortingOrder will be used.
/// </remarks>
publicintsortingOrder;
/// <summary>
/// The world position of the where the raycast has hit.
/// </summary>
publicVector3worldPosition;
/// <summary>
/// The normal at the hit location of the raycast.
/// </summary>
publicVector3worldNormal;
/// <summary>
/// The screen position from which the raycast was generated.
/// </summary>
publicVector2screenPosition;
/// <summary>
/// The display index from which the raycast was generated.
/// </summary>
publicintdisplayIndex;
/// <summary>
/// Is there an associated module and a hit GameObject.