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PhysicsScene.SphereCast

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

Parameters

originThe center of the sphere at the start of the sweep.
radiusThe radius of the sphere.
directionThe direction into which to sweep the sphere.
hitInfoIf true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).
maxDistanceThe max length of the cast.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Returns

bool True when the sphere sweep intersects any collider, otherwise false.

Description

Casts a sphere along a ray and returns detailed information on what was hit.


public int SphereCast(Vector3 origin, float radius, Vector3 direction, RaycastHit[] results, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

originThe center of the sphere at the start of the sweep.
radiusThe radius of the sphere.
directionThe direction into which to sweep the sphere.
resultsThe buffer to save the results to.
maxDistanceThe max length of the cast.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteractionA Layer mask that is used to selectively ignore colliders when casting a capsule.

Returns

int The amount of hits stored into the results buffer.

Description

Cast sphere along the direction and store the results into buffer.

See Also: Physics.SphereCastNonAllloc.