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!");
}
}
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;
}
}
// 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;
}
}
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");
}
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);
}