Physics.CheckCapsule
static function CheckCapsule(start: Vector3, end: Vector3, radius: float, layermask: int = DefaultRaycastLayers): bool;
static bool CheckCapsule(Vector3 start, Vector3 end, float radius, int layermask = DefaultRaycastLayers);
static def CheckCapsule(start as Vector3, end as Vector3, radius as float, layermask as int = DefaultRaycastLayers) as bool
Description

Returns true if there are any colliders overlapping the capsule defined by the axis going from start and end and having radius in world coordinates.

		// Given the start and end waypoints of a corridor, check if there is enough
	// room for an object of a certain width to pass through.
	function CorridorIsWideEnough(startPt: Vector3, endPt: Vector3, width: float) {
		return Physics.CheckCapsule(startPt, endPt, width);
	}
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    bool CorridorIsWideEnough(Vector3 startPt, Vector3 endPt, float width) {
        return Physics.CheckCapsule(startPt, endPt, width);
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	def CorridorIsWideEnough(startPt as Vector3, endPt as Vector3, width as float) as bool:
		return Physics.CheckCapsule(startPt, endPt, width)