Legacy Documentation: Version 2018.1 (Go to current version)
  • C#
  • JS

Script language

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


Suggest a change


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.


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.



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);


startThe center of the sphere at the start of the capsule.
endThe center of the sphere at the end of the capsule.
radiusThe radius of the capsule.
layermaskA Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteractionSpecifies whether this query should hit Triggers.


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);
no example available in C#

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