gets the depth of the collision area . concode_field_sep Matrix4x4 currentModelMatrix concode_elem_sep float cellWidth concode_elem_sep int depth concode_elem_sep Map<VRCollider,SpatialHashInfo> cachedInfo concode_elem_sep float cellDepth concode_elem_sep CollisionManager INSTANCE concode_elem_sep int width concode_elem_sep float cellHeight concode_elem_sep Map<Integer,Map<Integer,Map<Integer,SpatialGridCell>>> spatialHashTable concode_elem_sep Map<VRCollider,List<SpatialGridCell>> cachedColliders concode_elem_sep int height concode_field_sep void init concode_elem_sep boolean moveAndCheckForCollision concode_elem_sep SpatialGridCell getCell concode_elem_sep void raycastUpdate concode_elem_sep void update concode_elem_sep int getWidth concode_elem_sep float getCellWidth concode_elem_sep Map<Integer,Map<Integer,SpatialGridCell>> getYZCellTable concode_elem_sep void remove concode_elem_sep void clearGridCells concode_elem_sep Set<VRCollider> getCollisions concode_elem_sep int getHeight concode_elem_sep Map<Integer,SpatialGridCell> getZCellTable concode_elem_sep void removeCell concode_elem_sep void updateGridCells concode_elem_sep void dispose concode_elem_sep CollisionManager getInstance concode_elem_sep float getCellHeight concode_elem_sep float getCellDepth
int function ( ) { return depth ; }