Language: English
  • C#
  • JS

Script language

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

Physics.Raycast

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

Switch to Manual
public static function Raycast(origin: Vector3, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): bool;
public static bool Raycast(Vector3 origin, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);

Parameters

originThe starting point of the ray in world coordinates.
directionThe direction of the ray.
distanceThe length of the ray.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a ray.

Returns

bool True when the ray intersects any collider, otherwise false.

Description

Casts a ray against all colliders in the scene.

	function Update () {
		var fwd = transform.TransformDirection (Vector3.forward);
		if (Physics.Raycast (transform.position, fwd, 10)) {
			print ("There is something in front of the object!");
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { Vector3 fwd = transform.TransformDirection(Vector3.forward); if (Physics.Raycast(transform.position, fwd, 10)) print("There is something in front of the object!"); } }

Notes: Raycasts will not detect colliders for which the raycast origin is inside the collider. If you move colliders from scripting or by animation, there needs to be at least one FixedUpdate executed so that the physics library can update it's data structures, before a Raycast will hit the collider at it's new position.


public static function Raycast(origin: Vector3, direction: Vector3, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): bool;
public static bool Raycast(Vector3 origin, Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);

Parameters

originThe starting point of the ray in world coordinates.
directionThe direction of the ray.
hitInfoIf true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).
distanceThe length of the ray.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a ray.

Returns

bool True when the ray intersects any collider, otherwise false.

Description

Casts a ray against all colliders in the scene and returns detailed information on what was hit.

		var hit : RaycastHit;
		if (Physics.Raycast (transform.position, -Vector3.up, hit)) {
			var distanceToGround = hit.distance;
		}
	
		RaycastHit hit;
        float distanceToGround = 0;
        
        if (Physics.Raycast(transform.position, -Vector3.up, out hit))
            distanceToGround = hit.distance;
        
	

Another example:

	// Raycast up to 100 meters down
		var hit : RaycastHit;
		if (Physics.Raycast (transform.position, -Vector3.up, hit, 100.0)) {
			var distanceToGround = hit.distance;
		}
	
        RaycastHit hit;
        float distanceToGround = 0;
        
        if (Physics.Raycast(transform.position, -Vector3.up, out hit, 100.0F))
            distanceToGround = hit.distance;
            
	

public static function Raycast(ray: Ray, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): bool;
public static bool Raycast(Ray ray, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);

Parameters

rayThe starting point and direction of the ray.
distanceThe length of the ray.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a ray.

Returns

bool True when the ray intersects any collider, otherwise false.

Description

Same as above using ray.origin and ray.direction instead of origin and direction.

function Update() {
	var ray = Camera.main.ScreenPointToRay (Input.mousePosition);

if (Physics.Raycast (ray, 100)) { print ("Hit something"); } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, 100)) print("Hit something"); } }

public static function Raycast(ray: Ray, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): bool;
public static bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);

Parameters

rayThe starting point and direction of the ray.
hitInfoIf true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).
distanceThe length of the ray.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a ray.

Returns

bool True when the ray intersects any collider, otherwise false.

Description

Same as above using ray.origin and ray.direction instead of origin and direction.

function Update() {
	var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
	var hit : RaycastHit;
	if (Physics.Raycast (ray, hit, 100)) {
		Debug.DrawLine (ray.origin, hit.point);
	}
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 100)) Debug.DrawLine(ray.origin, hit.point); } }