origin | The starting point of the ray in world coordinates. |
direction | The direction of the ray. |
distance | The length of the ray. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
bool True when the ray intersects any collider, otherwise false.
Casts a ray against all colliders in the scene.
function Update () { var fwd = transform.TransformDirection (Vector3.forward); if (Physics.Raycast (transform.position, fwd, 10)) { print ("There is something in front of the object!"); } }
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.
origin | The starting point of the ray in world coordinates. |
direction | The direction of the ray. |
distance | The length of the ray. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
bool True when the ray intersects any collider, otherwise false.
Casts a ray against all colliders in the scene and returns detailed information on what was hit.
function Update () { var hit : RaycastHit; if (Physics.Raycast (transform.position, -Vector3.up, hit)) { var distanceToGround = hit.distance; } }
Another example:
// Raycast up to 100 meters downfunction Update () { var hit : RaycastHit; if (Physics.Raycast (transform.position, -Vector3.up, hit, 100.0)) { var distanceToGround = hit.distance; } }
ray | The starting point and direction of the ray. |
distance | The length of the ray. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
bool True when the ray intersects any collider, otherwise false.
Same as above using /ray.origin/ and /ray.direction/ instead of origin
and direction
.
function Update() { var ray = Camera.main.ScreenPointToRay (Input.mousePosition);if (Physics.Raycast (ray, 100)) { print ("Hit something"); } }
ray | The starting point and direction of the ray. |
distance | The length of the ray. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
bool True when the ray intersects any collider, otherwise false.
Same as above using /ray.origin/ and /ray.direction/ instead of origin
and direction
.
function Update() { var ray = Camera.main.ScreenPointToRay (Input.mousePosition); var hit : RaycastHit; if (Physics.Raycast (ray, hit, 100)) { Debug.DrawLine (ray.origin, hit.point); } }