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Physics.Linecast

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public static bool Linecast(Vector3 start, Vector3 end, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

startStart point.
endEnd point.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Description

Returns true if there is any collider intersecting the line between start and end.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform target; void Update() { if (Physics.Linecast(transform.position, target.position)) { Debug.Log("blocked"); } } }

public static bool Linecast(Vector3 start, Vector3 end, out RaycastHit hitInfo, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

startStart point.
endEnd point.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteractionSpecifies whether this query should hit Triggers.
hitInfoIf true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).

Description

Returns true if there is any collider intersecting the line between start and end.

If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). Layer mask is used to selectively ignore colliders when casting a ray.

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