Physics.CapsuleCastAll

static function CapsuleCastAll (point1 : Vector3, point2 : Vector3, radius : float, direction : Vector3, distance : float = Mathf.Infinity, layermask : int = kDefaultRaycastLayers) : RaycastHit[]

Parameters

NameDescription
point1 The start of the capsule.
point2 The end of the capsule.
radius The radius of the capsule.
direction The direction into which to sweep the capsule.
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.CapsuleCast, but this function will return all hits the capsule sweep intersects.

Casts a capsule against all colliders in the scene and returns detailed information on each collider which was hit. The capsule is defined by the two spheres with radius around point1 and point2, which form the two ends of the capsule. Hits are returned all colliders which would collide against this capsule if the capsule was moved along direction. 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.

Notes: The capsule cast does not work against colliders configured as triggers. If you move colliders from scripting or by animation, there needs to be at least one FixedUpdate executed so that the physics library can update it's data structures, before a capsule cast will hit the collider at it's new position.

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

JavaScript
function Update () {
var hits : RaycastHit[];
var charCtrl : CharacterController = GetComponent(CharacterController);
var p1 : Vector3 = transform.position + charCtrl.center +
Vector3.up * (-charCtrl.height*0.5);
var p2 : Vector3 = p1 + Vector3.up * charCtrl.height;
// Cast character controller shape 10 meters forward, to see if it is about to hit anything
hits = Physics.CapsuleCastAll (p1, p2, charCtrl.radius, transform.forward, 10);

// Change the material of all hit colliders
// to use a transparent Shader
for (var i = 0;i < hits.Length;i++) {
var hit : RaycastHit = hits[i];
var renderer = hit.collider.renderer;
if (renderer) {
renderer.material.shader = Shader.Find("Transparent/Diffuse");
renderer.material.color.a = 0.3;
}
}
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
void Update() {
RaycastHit[] hits;
CharacterController charCtrl = GetComponent<CharacterController>();
Vector3 p1 = transform.position + charCtrl.center + Vector3.up * -charCtrl.height * 0.5F;
Vector3 p2 = p1 + Vector3.up * charCtrl.height;
hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10);
int i = 0;
while (i < hits.Length) {
RaycastHit hit = hits[i];
Renderer renderer = hit.collider.renderer;
if (renderer) {
renderer.material.shader = Shader.Find("Transparent/Diffuse");
renderer.material.color.a = 0.3F;
}
i++;
}
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

def Update():
hits as (RaycastHit)
charCtrl as CharacterController = GetComponent[of CharacterController]()
p1 as Vector3 = ((transform.position + charCtrl.center) + (Vector3.up * ((-charCtrl.height) * 0.5F)))
p2 as Vector3 = (p1 + (Vector3.up * charCtrl.height))
hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10)
i as int = 0
while i < hits.Length:
hit as RaycastHit = hits[i]
renderer as Renderer = hit.collider.renderer
if renderer:
renderer.material.shader = Shader.Find('Transparent/Diffuse')
renderer.material.color.a = 0.3F
i++