The implementation is relatively straightforward (for convex hulls). The algorithm's documentation should have a disclaimer that it tests against the convex hull of objects (similar to other UnityEngine.Physics methods).
Internally, you 1) find the tangent sphere representing the circle, 2) Physics.OverlapSphere(), 3) determine intersecting points using PlanetariaShape.field_list data of type PlanetariaSphereCollider.
Use cases: OnMouseOver-esque behavior. (I still need to figure out if I can/should/need to override cursor-canvas selection algorithms for user interfaces.)
The implementation is relatively straightforward (for convex hulls). The algorithm's documentation should have a disclaimer that it tests against the convex hull of objects (similar to other UnityEngine.Physics methods).
Internally, you 1) find the tangent sphere representing the circle, 2) Physics.OverlapSphere(), 3) determine intersecting points using PlanetariaShape.field_list data of type PlanetariaSphereCollider.