Version: 2023.2
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PhysicsScene.Raycast

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Declaration

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

Parameters

origin The starting point of the ray in world coordinates.
direction The direction of the ray.
maxDistance The max distance the ray should check for collisions.
layerMask A Layer mask that is used to selectively ignore Colliders when casting a ray.
queryTriggerInteraction Specifies 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!"); } }

Declaration

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

Parameters

origin The starting point of the ray in world coordinates.
direction The direction of the ray.
hitInfo If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit).
maxDistance The max distance the ray should check for collisions.
layerMask A Layer mask that is used to selectively ignore Colliders when casting a ray.
queryTriggerInteraction Specifies 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); } }

Declaration

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

Parameters

origin The starting point and direction of the ray.
direction The direction of the ray.
raycastHits The buffer to store the hits into.
maxDistance The max distance the rayhit is allowed to be from the start of the ray.
layerMask A Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteraction The 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.