Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

Physics.CheckCapsule

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

public static method CheckCapsule(start: Vector3, end: Vector3, radius: float, layermask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool CheckCapsule(Vector3 start, Vector3 end, float radius, int layermask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

start The center of the sphere at the start of the capsule.
end The center of the sphere at the end of the capsule.
radius The radius of the capsule.
layermask A Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Description

Checks if any colliders overlap a capsule-shaped volume in world space.

The capsule is defined by the two spheres with radius around point1 and point2, which form the two ends of the capsule.

// Given the start and end waypoints of a corridor, check if there is enough
// room for an object of a certain width to pass through.
function CorridorIsWideEnough(startPt: Vector3, endPt: Vector3, width: float) {
    return Physics.CheckCapsule(startPt, endPt, width);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { bool CorridorIsWideEnough(Vector3 startPt, Vector3 endPt, float width) { return Physics.CheckCapsule(startPt, endPt, width); } }

Did you find this page useful? Please give it a rating: