Version: 2019.3
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Physics.SphereCast

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public static 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.

This is useful when a Raycast does not give enough precision, because you want to find out if an object of a specific size, such as a character, will be able to move somewhere without colliding with anything on the way. Think of the sphere cast like a thick raycast. In this case the ray is specified by a start vector and a direction.

Notes: SphereCast will not detect colliders for which the sphere overlaps the collider. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.

See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { CharacterController charCtrl;

void Start() { charCtrl = GetComponent<CharacterController>(); }

void Update() { RaycastHit hit;

Vector3 p1 = transform.position + charCtrl.center; float distanceToObstacle = 0;

// Cast a sphere wrapping character controller 10 meters forward // to see if it is about to hit anything. if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, out hit, 10)) { distanceToObstacle = hit.distance; } } }

public static bool SphereCast(Ray ray, float radius, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

rayThe starting point and direction of the ray into which the sphere sweep is cast.
radiusThe radius of the sphere.
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.

This is useful when a Raycast does not give enough precision, because you want to find out if an object of a specific size, such as a character, will be able to move somewhere without colliding with anything on the way. Think of the sphere cast like a thick raycast.

See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.


public static bool SphereCast(Ray ray, float radius, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

rayThe starting point and direction of the ray into which the sphere sweep is cast.
radiusThe radius of 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.

Description