
On to the camera: The camera raycast is a very powerful tool. This gives you a ton of information about the detected entity without giving you a reference that you can exploit. / Determines if this structure is empty meaning it does not contain any meaningful data / The entity's position (center of the Bounding Box) This field counts milliseconds, compensated for simspeed Public readonly BoundingBoxD BoundingBox / The entity's world-aligned bounding box Public readonly MyRelationsBetweenPlayerAndBlock Relationship / Relationship between the entity and the owner of the sensor / The entity's absolute velocity at the time it was detected / The entity's absolute orientation at the time it was detected (can be null if the sensor didn't use a raycast) / Position where the raycast hit the entity. Public readonly MyDetectedEntityType Type / The entity's display name if it is friendly, or a generic descriptor if it is not The list that DetectedEntities returns is filtered by the sensor settings.īoth the sensor and camera functions return a MyDetectedEntityInfo struct that looks like this:

There is also a new DetectedEntities property that returns a list of entities that the sensor is currently detecting. This opened the door for many exploits, and has been changed to instead return a struct with info about the detected entity. LastDetectedEntity used to return a reference that you could hold onto forever. If you really want to use it, it's still available in ModAPI, and it's been optimized slightly to make it a bit faster. It's been removed from the ingame API to make programmable blocks less dangerous to servers. GetFreeDestination was never meant to be available, and causes many problems.

