Physics.CapsuleCast
static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): bool;
static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
static def CapsuleCast(point1 as Vector3, point2 as Vector3, radius as float, direction as Vector3, distance as float = Mathf.Infinity, layerMask as int = DefaultRaycastLayers) as bool
static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, hitInfo: RaycastHit, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): bool;
static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, RaycastHit hitInfo, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
static def CapsuleCast(point1 as Vector3, point2 as Vector3, radius as float, direction as Vector3, hitInfo as RaycastHit, distance as float = Mathf.Infinity, layerMask as int = DefaultRaycastLayers) as bool
Parameters

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.
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.
Returns
bool True when the capsule sweep intersects any collider, otherwise false.
Description

Casts a capsule against all colliders in the scene and returns detailed information on what 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 for the first collider 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. Note: 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 CapsuleCast will hit the collider at it's new position.

See Also: Physics.SphereCast, Physics.CapsuleCastAll, Physics.Raycast, Rigidbody.SweepTest.
	function Update () {
		var hit : RaycastHit;
		var charContr : CharacterController = GetComponent(CharacterController);
		var p1 : Vector3 = transform.position + charContr.center + 
					Vector3.up * (-charContr.height*0.5);
		var p2 : Vector3 = p1 + Vector3.up * charContr.height;
		// Cast character controller shape 10 meters forward, to see if it is about to hit anything
		if (Physics.CapsuleCast (p1, p2, charContr.radius, transform.forward, hit, 10)) {
			distanceToObstacle = hit.distance;
		}
	}
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    void Update() {
        RaycastHit hit;
        CharacterController charContr = GetComponent<CharacterController>();
        Vector3 p1 = transform.position + charContr.center + Vector3.up * -charContr.height * 0.5F;
        Vector3 p2 = p1 + Vector3.up * charContr.height;
        if (Physics.CapsuleCast(p1, p2, charContr.radius, transform.forward, out hit, 10))
            distanceToObstacle = hit.distance;
        
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def Update() as void:
		hit as RaycastHit
		charContr as CharacterController = GetComponent[of CharacterController]()
		p1 as Vector3 = ((transform.position + charContr.center) + (Vector3.up * ((-charContr.height) * 0.5F)))
		p2 as Vector3 = (p1 + (Vector3.up * charContr.height))
		if Physics.CapsuleCast(p1, p2, charContr.radius, transform.forward, , 10):
			distanceToObstacle = hit.distance