|
Name | Description |
---|---|
origin | The starting point of the ray in world coordinates. |
direction | The direction of the ray. |
distance | The length of the ray |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
boolean - True when the ray intersects any collider, otherwise false.
Casts a ray against all colliders in the scene.
function Update () {
var fwd = transform.TransformDirection (Vector3.forward);
if (Physics.Raycast (transform.position, fwd, 10)) {
print ("There is something in front of the object!");
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Update() {
Vector3 fwd = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position, fwd, 10))
print("There is something in front of the object!");
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Update():
fwd as Vector3 = transform.TransformDirection(Vector3.forward)
if Physics.Raycast(transform.position, fwd, 10):
print('There is something in front of the object!')
Note: This function will return false if you cast a ray from inside a sphere to the outside; this in an intended behaviour.
Name | Description |
---|---|
origin | The starting point of the ray in world coordinates. |
direction | The direction of the ray. |
distance | The length of the ray |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
boolean - True when the ray intersects any collider, otherwise false.
Casts a ray against all colliders in the scene and returns detailed information on what was hit.
function Update () {
var hit : RaycastHit;
if (Physics.Raycast (transform.position, -Vector3.up, hit)) {
var distanceToGround = hit.distance;
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Update() {
RaycastHit hit;
if (Physics.Raycast(transform.position, -Vector3.up, out hit))
float distanceToGround = hit.distance;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Update():
hit as RaycastHit
if Physics.Raycast(transform.position, -Vector3.up, hit):
distanceToGround as single = hit.distance
another example:
// Raycast up to 100 meters down
function Update () {
var hit : RaycastHit;
if (Physics.Raycast (transform.position, -Vector3.up, hit, 100.0)) {
var distanceToGround = hit.distance;
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Update() {
RaycastHit hit;
if (Physics.Raycast(transform.position, -Vector3.up, out hit, 100.0F))
float distanceToGround = hit.distance;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Update():
hit as RaycastHit
if Physics.Raycast(transform.position, -Vector3.up, hit, 100.0F):
distanceToGround as single = hit.distance
Name | Description |
---|---|
ray | The starting point and direction of the ray. |
distance | The length of the ray |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
boolean - True when the ray intersects any collider, otherwise false.
Same as above using ray.origin and ray.direction instead of origin and direction.
var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (ray, 100)) {
print ("Hit something");
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
void Example() {
if (Physics.Raycast(ray, 100))
print("Hit something");
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public ray as Ray = Camera.main.ScreenPointToRay(Input.mousePosition)
def Example():
if Physics.Raycast(ray, 100):
print('Hit something')
Name | Description |
---|---|
ray | The starting point and direction of the ray. |
distance | The length of the ray |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
boolean - True when the ray intersects any collider, otherwise false.
Same as above using ray.origin and ray.direction instead of origin and direction.
var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
var hit : RaycastHit;
if (Physics.Raycast (ray, hit, 100)) {
Debug.DrawLine (ray.origin, hit.point);
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
public RaycastHit hit;
void Example() {
if (Physics.Raycast(ray, out hit, 100))
Debug.DrawLine(ray.origin, hit.point);
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public ray as Ray = Camera.main.ScreenPointToRay(Input.mousePosition)
public hit as RaycastHit
def Example():
if Physics.Raycast(ray, hit, 100):
Debug.DrawLine(ray.origin, hit.point)