| ray | The starting point and direction of the ray. | 
| maxDistance | The max distance the rayhit is allowed to be from the start of the ray. | 
| layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. | 
| queryTriggerInteraction | Specifies whether this query should hit Triggers. | 
Casts a ray through the scene and returns all hits. Note that order is not guaranteed.
See Also: Raycast.
#pragma strict
function Update() {
	var hits: RaycastHit[];
	hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F);
	for (var i: int = 0; i < hits.Length; i++) {
		var hit: RaycastHit = hits[i];
		var rend: Renderer = hit.transform.GetComponent.<Renderer>();
		if (rend) {
			// to use a transparent shader.
			rend.material.shader = Shader.Find("Transparent/Diffuse");
			var tempColor: Color = rend.material.color;
			tempColor.a = 0.3F;
			rend.material.color = tempColor;
		}
	}
}
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { RaycastHit[] hits; hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F);
for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; Renderer rend = hit.transform.GetComponent<Renderer>();
if (rend) { // Change the material of all hit colliders // to use a transparent shader. rend.material.shader = Shader.Find("Transparent/Diffuse"); Color tempColor = rend.material.color; tempColor.a = 0.3F; rend.material.color = tempColor; } } } }
Notes: Raycasts will not detect colliders for which the raycast origin is inside the collider.
| origin | The starting point of the ray in world coordinates. | 
| direction | The direction of the ray. | 
| maxDistance | The max distance the rayhit is allowed to be from the start of the ray. | 
| layermask | A Layer mask that is used to selectively ignore colliders when casting a ray. | 
| queryTriggerInteraction | Specifies whether this query should hit Triggers. | 
See Also: Raycast.
See example above.
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