Version: 2017.4
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Physics.CheckSphere

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public static method CheckSphere(position: Vector3, radius: float, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool CheckSphere(Vector3 position, float radius, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

positionCenter of the sphere.
radiusRadius of the sphere.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Description

Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.

#pragma strict
public var sphereRadius: float;
var audio: AudioSource;
function Start() {
    audio = GetComponent.<AudioSource>();
}
function WarningNoise() {
    // Play a noise if an object is within the sphere's radius.
    if (Physics.CheckSphere(transform.position, sphereRadius)) {
        audio.Play();
    }
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float sphereRadius; AudioSource audioSource;

void Start() { audioSource = GetComponent<AudioSource>(); }

void WarningNoise() { // Play a noise if an object is within the sphere's radius. if (Physics.CheckSphere(transform.position, sphereRadius)) { audioSource.Play(); } } }