I've had an idea to recreate Entities.Forech-like syntax for physics calculations in Unity. In other words, to enable systax like this:

Trace 
    .Sphere( (0,1,0) , 1 )
    .Ray( (-1,-1,-1) , (1,1,1) )
    .Cast( out bool didHit , out var hit );

or

// (not implemented)
Trace 
    .World( world )
    .Sphere( (0,1,0) , 1 )
    .Cast( pos , dir , dist , out bool didHit , out var hit );

.. where Sphere and Ray can be replaced with any other object ones want to test against. Needs extending^2 for any practical use ofc. But as a proof of concept - it seems to work.

Requirements

"com.unity.physics": "0.6.0-preview.3"