public bool collidesWithAny( out CollisionResult result )
{
result = new CollisionResult();
// fetch anything that we might collide with at our new position
var neighbors = Physics.boxcastBroadphaseExcludingSelf( this, collidesWithLayers );
foreach( var neighbor in neighbors )
{
// skip triggers
if( neighbor.isTrigger )
continue;
if( collidesWith( neighbor, out result ) )
return true;
}
return false;
}