PhysicsScene.Raycast

Suggest a change

Success!

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.

Close

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.

Close

Cancel

public bool Raycast(Vector3 origin, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = Physics.DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

originThe starting point of the ray in world coordinates.
directionThe direction of the ray.
maxDistanceThe max distance the ray should check for collisions.
layerMaskA Layer mask that is used to selectively ignore Colliders when casting a ray.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Returns

bool True if the ray intersects with a Collider, otherwise false.

Description

Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.

You may optionally provide a LayerMask, to filter out any Colliders you aren't interested in generating collisions with. Specifying queryTriggerInteraction allows you to control whether or not Trigger colliders generate a hit, or whether to use the global Physics.queriesHitTriggers setting.

This example creates a simple Raycast, projecting forwards from the position of the object's current position, extending for 10 units.

using UnityEngine;

public class ExampleClass : MonoBehaviour { void FixedUpdate() { Vector3 fwd = transform.TransformDirection(Vector3.forward);

if (Physics.Raycast(transform.position, fwd, 10)) print("There is something in front of the object!"); } }

public bool Raycast(Vector3 origin, Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = Physics.DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

originThe starting point of the ray in world coordinates.
directionThe direction of the ray.
hitInfoIf true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).
maxDistanceThe max distance the ray should check for collisions.
layerMaskA Layer mask that is used to selectively ignore Colliders when casting a ray.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Returns

bool True if the ray intersects with a Collider, otherwise false.

Description

Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.

This method generates no garbage.

using UnityEngine;
public class RaycastExample : MonoBehaviour
{
    void FixedUpdate()
    {
        RaycastHit hit;

if (Physics.Raycast(transform.position, -Vector3.up, out hit)) print("Found an object - distance: " + hit.distance); } }

public int Raycast(Vector3 origin, Vector3 direction, RaycastHit[] raycastHits, float maxDistance = Mathf.Infinity, int layerMask = Physics.DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

originThe starting point and direction of the ray.
directionThe direction of the ray.
raycastHitsThe buffer to store the hits into.
maxDistanceThe max distance the rayhit is allowed to be from the start of the ray.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteractionThe amount of hits stored into the results buffer.

Returns

int True if the ray intersects with a Collider, otherwise false.

Description

Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the Scene.

This method generates no garbage.

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