Legacy Documentation: Version 4.6(go to latest)
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Physics.RaycastAll

public static function RaycastAll(ray: Ray, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): RaycastHit[];
public static function RaycastAll(origin: Vector3, direction: Vector3, distance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers): RaycastHit[];

Description

Casts a ray through the scene and returns all hits. Note that order is not guaranteed.

	function Update () {
		var hits : RaycastHit[];
		hits = Physics.RaycastAll (transform.position, transform.forward, 100.0);

// Change the material of all hit colliders // to use a transparent Shader for (var i = 0;i < hits.Length; i++) { var hit : RaycastHit = hits[i]; var renderer = hit.collider.renderer; if (renderer) { renderer.material.shader = Shader.Find("Transparent/Diffuse"); renderer.material.color.a = 0.3; } } }

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.