Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

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

Sumbission failed

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

Close

Cancel

static function Linecast(start: Vector3, end: Vector3, layerMask: int = DefaultRaycastLayers): bool;
static bool Linecast(Vector3 start, Vector3 end, int layerMask = DefaultRaycastLayers);
static def Linecast(start as Vector3, end as Vector3, layerMask as int = DefaultRaycastLayers) as bool

Description

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

	var target : Transform;
	function Update () {
		if (!Physics.Linecast (transform.position, target.position)) {
			ProcessData.AndDoSomeCalculations();
		}
	}
no example available in C#
no example available in Boo

Layer mask is used to selectively ignore colliders when casting a ray.

static function Linecast(start: Vector3, end: Vector3, hitInfo: RaycastHit, layerMask: int = DefaultRaycastLayers): bool;
static bool Linecast(Vector3 start, Vector3 end, RaycastHit hitInfo, int layerMask = DefaultRaycastLayers);
static def Linecast(start as Vector3, end as Vector3, hitInfo as RaycastHit, layerMask as int = DefaultRaycastLayers) as bool

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.