Suggest a change
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Close
Sumbission failed
For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Close
public static function
Raycast(
origin:
Vector3,
direction:
Vector3,
distance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers):
bool;
public static bool
Raycast(
Vector3 origin,
Vector3 direction,
float
distance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers);
public static
def
Raycast(
origin as
Vector3,
direction as
Vector3,
distance as float = Mathf.Infinity,
layerMask as int = DefaultRaycastLayers)
as bool
Parameters
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. |
Returns
bool
True when the ray intersects any collider, otherwise false.
Description
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!");
}
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
void Update() {
Vector3 fwd = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position, fwd, 10))
print("There is something in front of the object!");
}
}
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
def Update() as void:
fwd as Vector3 = 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.
public static function
Raycast(
origin:
Vector3,
direction:
Vector3,
hitInfo:
RaycastHit,
distance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers):
bool;
public static bool
Raycast(
Vector3 origin,
Vector3 direction,
RaycastHit hitInfo,
float
distance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers);
public static
def
Raycast(
origin as
Vector3,
direction as
Vector3,
hitInfo as
RaycastHit,
distance as float = Mathf.Infinity,
layerMask as int = DefaultRaycastLayers)
as bool
Parameters
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. |
Returns
bool
True when the ray intersects any collider, otherwise false.
Description
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;
}
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
void Update() {
RaycastHit hit;
if (Physics.Raycast(transform.position, -Vector3.up, out hit))
float distanceToGround = hit.distance;
}
}
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
def Update() as void:
hit as RaycastHit
if Physics.Raycast(transform.position, -Vector3.up, ):
distanceToGround as float = hit.distance
// Raycast up to 100 meters down function Update () {
var hit : RaycastHit;
if (Physics.Raycast (transform.position, -Vector3.up, hit, 100.0)) {
var distanceToGround = hit.distance;
}
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
void Update() {
RaycastHit hit;
if (Physics.Raycast(transform.position, -Vector3.up, out hit, 100.0F))
float distanceToGround = hit.distance;
}
}
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
def Update() as void:
hit as RaycastHit
if Physics.Raycast(transform.position, -Vector3.up, , 100.0F):
distanceToGround as float = hit.distance
public static function
Raycast(
ray:
Ray,
distance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers):
bool;
public static bool
Raycast(
Ray ray,
float
distance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers);
public static
def
Raycast(
ray as
Ray,
distance as float = Mathf.Infinity,
layerMask as int = DefaultRaycastLayers)
as bool
Parameters
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. |
Returns
bool
True when the ray intersects any collider, otherwise false.
Description
Same as above using /ray.origin/ and /ray.direction/ instead of origin
and direction
.
public static function
Raycast(
ray:
Ray,
hitInfo:
RaycastHit,
distance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers):
bool;
public static bool
Raycast(
Ray ray,
RaycastHit hitInfo,
float
distance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers);
public static
def
Raycast(
ray as
Ray,
hitInfo as
RaycastHit,
distance as float = Mathf.Infinity,
layerMask as int = DefaultRaycastLayers)
as bool
Parameters
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. |
Returns
bool
True when the ray intersects any collider, otherwise false.
Description
Same as above using /ray.origin/ and /ray.direction/ instead of origin
and direction
.