Version: 2017.4
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public method Raycast(ray: Ray, out hitInfo: RaycastHit, maxDistance: float): bool;
public bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance);


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).
maxDistanceThe max length of the ray.


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


Casts a Ray that ignores all Colliders except this one.

var coll: Collider;

function Start() { coll = GetComponent.<Collider>(); }

function Update(){ // Move this object to the position clicked by the mouse. if (Input.GetMouseButtonDown(0)) { var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition); var hit : RaycastHit;

if (coll.Raycast(ray, hit, 100.0)) { transform.position = ray.GetPoint(100.0); } } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Collider coll; void Start() { coll = GetComponent<Collider>(); } void Update() { if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (coll.Raycast(ray, out hit, 100.0F)) transform.position = ray.GetPoint(100.0F); } } }