Physics.SphereCastAll Manual     Reference     Scripting  
Scripting > Runtime Classes > Physics
Physics.SphereCastAll

static function SphereCastAll (origin : Vector3, radius : float, direction : Vector3, distance : float = Mathf.Infinity, layerMask : int = kDefaultRaycastLayers) : RaycastHit[]

Parameters

NameDescription
origin The center of the sphere at the start of the sweep.
radius The radius of the sphere.
direction The direction into which to sweep the sphere.
distance The length of the sweep
layerMask A Layer mask that is used to selectively ignore colliders when casting a capsule.

Returns

RaycastHit[] - an array of all colliders hit in the sweep.

Description

Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.

Casts a sphere against all colliders in the scene and returns detailed information on each collider which 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.

Note that the sphere cast does not work against colliders configured as triggers.

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

static function SphereCastAll (ray : Ray, radius : float, distance : float = Mathf.Infinity, layerMask : int = kDefaultRaycastLayers) : RaycastHit[]

Parameters

NameDescription
ray The starting point and direction of the ray into which the sphere sweep is cast.
radius The radius of the sphere.
direction The direction into which to sweep the sphere.
hitInfo If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).
distance The length of the sweep
layerMask A Layer mask that is used to selectively ignore colliders when casting a capsule.

Returns

RaycastHit[] - an array of all colliders hit in the sweep. *listonly*

Description