How to use get_rest_info()?

Godot Version

4.2.1

Question

“PhysicsServer3D.shape_set_data(_shape_rid, _half_extents)” shows me error because I don´t know if Cylinders’s data is a Vector2 and there is no information in documentation. Does anyone has the correct use of get_rest_info()?

func GroundCollision2(_offset:float, _height:float) -> Dictionary:
	var _shape_rid :RID = PhysicsServer3D.cylinder_shape_create()
	var _half_extents :Vector2 = Vector2(_height, 0.35)
	PhysicsServer3D.shape_set_data(_shape_rid, _half_extents)
	#-------------------------------------------------------------------------------
	var _query :PhysicsShapeQueryParameters3D = PhysicsShapeQueryParameters3D.new()
	_query.shape_rid = _shape_rid
	_query.collide_with_bodies = true
	_query.collision_mask = groundColliderLayer
	#-------------------------------------------------------------------------------
	var _transform: Transform3D = get_global_transform()
	_transform.translated(Vector3.UP*_offset)
	_query.transform = _transform
	#-------------------------------------------------------------------------------
	var _direct_space_state :PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
	var _result :Dictionary = _direct_space_state.get_rest_info(_query)
	return _result