|
Name | Description |
---|---|
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. |
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. |
boolean - True when the capsule sweep intersects any collider, otherwise false.
Casts a sphere against all colliders in the scene 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.
Note that the sphere cast does not work against colliders configured as triggers.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest
function Update () {
var hit : RaycastHit;
var charCtrl : CharacterController = GetComponent(CharacterController);
var p1 : Vector3 = transform.position + charCtrl.center;
// 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, hit, 10)) {
distanceToObstacle = hit.distance;
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Update() {
RaycastHit hit;
CharacterController charCtrl = GetComponent<CharacterController>();
Vector3 p1 = transform.position + charCtrl.center;
if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, out hit, 10))
distanceToObstacle = hit.distance;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Update():
hit as RaycastHit
charCtrl as CharacterController = GetComponent[of CharacterController]()
p1 as Vector3 = (transform.position + charCtrl.center)
if Physics.SphereCast(p1, (charCtrl.height / 2), transform.forward, hit, 10):
distanceToObstacle = hit.distance
Name | Description |
---|---|
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. |
boolean - True when the capsule sweep intersects any collider, otherwise false.
Casts a sphere against all colliders in the scene 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.
Note that the sphere cast does not work against colliders configured as triggers.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest