Physics.RaycastAll

static function RaycastAll (ray : Ray, distance : float = Mathf.Infinity, layerMask : int = kDefaultRaycastLayers) : RaycastHit[]

static function RaycastAll (origin : Vector3, direction : Vector3, distance : float = Mathf.Infinity, layermask : int = kDefaultRaycastLayers) : RaycastHit[]

Description

Casts a ray through the scene and returns all hits. Note that order is not guaranteed.

JavaScript
    function Update () {
var hits : RaycastHit[];
hits = Physics.RaycastAll (transform.position, transform.forward, 100.0);
// 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;
hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F);
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)
hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F)
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++

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.