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Closedirection | The direction into which to sweep the rigidbody. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
maxDistance | The length of the sweep. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
bool True when the rigidbody sweep intersects any collider, otherwise false.
Tests if a rigidbody would collide with anything, if it was moved through the scene.
Tests if a rigidbody would collide with anything, if it was moved through the scene.
This is similar to doing a Physics.Raycast for all points contained in any of a Rigidbody's colliders and returning the closest of all hits (if any) reported. This is useful for AI code, say if you need to know that an object would fit through a gap without colliding with anything.
Note that this function only works when a primitive collider type (sphere, cube or capsule) or a convex mesh is attached to the rigidbody object - concave mesh colliders will not work, although they can be detected in the scene by the sweep.
See Also: Physics.SphereCast, Physics.CapsuleCast, Rigidbody.SweepTestAll.
#pragma strict public var collisionCheckDistance: float; public var aboutToCollide: boolean; public var distanceToCollision: float; public var rb: Rigidbody; function Start() { rb = GetComponent.<Rigidbody>(); } function Update() { var hit: RaycastHit; if (rb.SweepTest(transform.forward, hit, collisionCheckDistance)) { aboutToCollide = true; distanceToCollision = hit.distance; } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float collisionCheckDistance; public bool aboutToCollide; public float distanceToCollision; public Rigidbody rb;
void Start() { rb = GetComponent<Rigidbody>(); }
void Update() { RaycastHit hit; if (rb.SweepTest(transform.forward, out hit, collisionCheckDistance)) { aboutToCollide = true; distanceToCollision = hit.distance; } } }
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