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public function Raycast(ray: Ray, hitInfo: RaycastHit, distance: float): bool;
public bool Raycast(Ray ray, RaycastHit hitInfo, float distance);
public def Raycast(ray as Ray, hitInfo as RaycastHit, distance as float) as bool


ray The starting point and direction of the ray.
hitInfo If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).
distance The length of the ray.


bool True when the ray intersects any collider, otherwise false.


Casts a Ray that ignores all Colliders except this one.

	function Update(){
	    var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
	    var hit : RaycastHit;
	    if (collider.Raycast(ray, hit, 100.0)) {
	        Debug.DrawLine(ray.origin, hit.point);
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if (collider.Raycast(ray, out hit, 100.0F))
            Debug.DrawLine(ray.origin, hit.point);
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Update() as void:
		ray as Ray = Camera.main.ScreenPointToRay(Input.mousePosition)
		hit as RaycastHit
		if collider.Raycast(ray, , 100.0F):
			Debug.DrawLine(ray.origin, hit.point)