point1 | The start of the capsule. |
point2 | The end of the capsule. |
radius | The radius of the capsule. |
direction | The direction into which to sweep the capsule. |
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. |
bool True when the capsule sweep intersects any collider, otherwise false.
Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
The capsule is defined by the two spheres with radius
around point1
and point2
, which form the two ends of the capsule.
Hits are returned for the first collider which would collide against this capsule if the capsule was moved along direction
.
This is useful when a Raycast does not give enough precision, because you want to find out if an object of a specific size,
such as a character, will be able to move somewhere without colliding with anything on the way.
Note: 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 CapsuleCast will hit the collider at it's new position.
function Update () { var hit : RaycastHit; var charContr : CharacterController = GetComponent(CharacterController); var p1 : Vector3 = transform.position + charContr.center + Vector3.up * (-charContr.height*0.5); var p2 : Vector3 = p1 + Vector3.up * charContr.height; // Cast character controller shape 10 meters forward, to see if it is about to hit anything if (Physics.CapsuleCast (p1, p2, charContr.radius, transform.forward, hit, 10)) { distanceToObstacle = hit.distance; } }