This is only supported for iCollider objects created by this plugin. Returns false if no collision or else true. The collisions will be added to the collision pair array that you can query with GetCollisionPairs and reset/clear with ResetCollisionPairs. Every call to Collide will add to that array.
The new position vector will be modified to reflect the maximum new position that the object could move to without colliding with something. This function will return:
-1 if the object could not move at all (i.e. stuck at start position).
0 if the object could not move fully to the desired position.
1 if the object can move unhindered to the end position.
This function will reset the collision pair array. If there was a collision along the way the array will contain the information for the first collision preventing movement.
The given transform should be the transform of the object corresponding with the old position. 'colliders' and 'transforms' should be arrays with 'num_colliders' elements for all the objects that we should test against.