| origin | The center of the sphere at the start of the sweep. |
| radius | The radius of the sphere. |
| direction | The direction into which to sweep the sphere. |
| 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. |
Casts a sphere against all colliders in the scene and returns detailed information on what was hit.
function Update () {
var hit : RaycastHit;
var charCtrl : CharacterController = GetComponent(CharacterController);
var p1 : Vector3 = transform.position + charCtrl.center;
// Cast a sphere wrapping character controller 10 meters forward, to see if it is about to hit anything
if (Physics.SphereCast (p1, charCtrl.height / 2, transform.forward, hit, 10)) {
var distanceToObstacle = hit.distance;
}
}
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Update() { RaycastHit hit; CharacterController charCtrl = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charCtrl.center; if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, out hit, 10)) float distanceToObstacle = hit.distance; } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Update() as void: hit as RaycastHit charCtrl as CharacterController = GetComponent[of CharacterController]() p1 as Vector3 = (transform.position + charCtrl.center) if Physics.SphereCast(p1, (charCtrl.height / 2), transform.forward, , 10): distanceToObstacle as float = hit.distance
| ray | The starting point and direction of the ray into which the sphere sweep is cast. |
| radius | The radius of the sphere. |
| direction | The direction into which to sweep the sphere. |
| 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. |
Casts a sphere against all colliders in the scene and returns detailed information on what was hit.