Legacy Documentation: Version 4.6(go to latest)
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Physics.SphereCastAll

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

Cancel

public static function SphereCastAll(origin: Vector3, radius: float, direction: Vector3, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): RaycastHit[];
public static RaycastHit[] SphereCastAll(Vector3 origin, float radius, Vector3 direction, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
public static def SphereCastAll(origin as Vector3, radius as float, direction as Vector3, distance as float = Mathf.Infinity, layerMask as int = DefaultRaycastLayers) as RaycastHit[]

Parameters

origin The center of the sphere at the start of the sweep.
radius The radius of the sphere.
direction The direction into which to sweep the sphere.
distance The length of the sweep.
layerMask A Layer mask that is used to selectively ignore colliders when casting a capsule.

Returns

RaycastHit[] An array of all colliders hit in the sweep.

Description

Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.

Casts a sphere against all colliders in the scene and returns detailed information on each collider which was hit. 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.

Notes: The sphere cast does not work against colliders configured as triggers. 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 sphere cast will hit the collider at it's new position.

See Also: Physics.SphereCast, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.

public static function SphereCastAll(ray: Ray, radius: float, distance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): RaycastHit[];
public static RaycastHit[] SphereCastAll(Ray ray, float radius, float distance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
public static def SphereCastAll(ray as Ray, radius as float, distance as float = Mathf.Infinity, layerMask as int = DefaultRaycastLayers) as RaycastHit[]

Parameters

ray The starting point and direction of the ray into which the sphere sweep is cast.
radius The radius of the sphere.
distance The length of the sweep.
layerMask A Layer mask that is used to selectively ignore colliders when casting a capsule.

Description

Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.