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!')
Notes: This function will return false if you cast a ray from inside a sphere to the outside; this in an intended behaviour. 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 Raycast will hit the collider at it's new position.
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)