Physics.RaycastAll
static function RaycastAll(ray: Ray, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): RaycastHit[];
static RaycastHit[] RaycastAll(Ray ray, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
static def RaycastAll(ray as Ray, distance as float = Mathf.Infinity, layerMask as int = DefaultRaycastLayers) as RaycastHit[]
static function RaycastAll(origin: Vector3, direction: Vector3, distance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers): RaycastHit[];
static RaycastHit[] RaycastAll(Vector3 origin, Vector3 direction, float distance = Mathf.Infinity, int layermask = DefaultRaycastLayers);
static def RaycastAll(origin as Vector3, direction as Vector3, distance as float = Mathf.Infinity, layermask as int = DefaultRaycastLayers) as RaycastHit[]
Description

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

	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

public class Example(MonoBehaviour):

	def Update() as void:
		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.