Version: 2019.4
LanguageEnglish
  • C#

Physics.Linecast

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static bool Linecast(Vector3 start, Vector3 end, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

start Start point.
end End point.
layerMask A Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Description

Returns true if there is any collider intersecting the line between start and end.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform target; void Update() { if (Physics.Linecast(transform.position, target.position)) { Debug.Log("blocked"); } } }

Declaration

public static bool Linecast(Vector3 start, Vector3 end, out RaycastHit hitInfo, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

start Start point.
end End point.
layerMask A Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteraction Specifies whether this query should hit Triggers.
hitInfo If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).

Description

Returns true if there is any collider intersecting the line between start and end.

If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). Layer mask is used to selectively ignore colliders when casting a ray.