Is it possible to perform a single raycast (Pick Event) and return a collection of pointers to intersected Entities by using the available pickevent? From my understanding, the current pickevent will either return a single pointer to the closest intersection result, or the first intersection result found.
The only way that I can think of to do this would be to implement a recursive raycast in which the pickevent would return the closest intersection between p0 and p1, then do another pickevent using p1 as p0 and using a new point as p1. The method would continue in a similar fashion until there was no intersection between the raycast and an entity. I think this method would work, however it seems very daunting and may create a lot of overhead to perform one raycast. I understand that the current pickevent has a recursive parameter, however I believe that the recursive method, if true, will recurse inside the Entities Hierarchy and not past the initial intersected entity. Please advise.