Select your preferred scripting language. All code snippets will be displayed in this language.
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.
ClosesourcePosition | The origin of the ray. |
targetPosition | The end of the ray. |
hit | Holds the properties of the ray cast resulting location. |
passableMask | A mask specifying which NavMesh layers can be passed when tracing the ray. |
bool True if the ray is terminated before reaching target position. Otherwise returns false.
Trace a line between two points on the NavMesh.
This function follows the path of a "ray" between the specified source
and target positions on the navmesh. If an obstruction is
encountered along the line then a true value is returned and
the position and other details of the obstructing object are stored
in the hit
parameter. This can be used to check if there is a clear
shot or line of sight between a character and a target object.
This function is preferable to the similar Physics.Raycast
because the line tracing is performed in a simpler way using the navmesh
and has a lower processing overhead.
var target: Transform; function Update () { var hit: NavMeshHit; // Note the negative test condition! Using -1 for the mask // indicates all layers are to be used. if (!NavMesh.Raycast(transform.position, target.position, hit, -1)) { // Target is "visible" from our position. } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Transform target; void Update() { NavMeshHit hit; if (!NavMesh.Raycast(transform.position, target.position, out hit, -1)) { } } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public target as Transform def Update() as void: hit as NavMeshHit if not NavMesh.Raycast(transform.position, target.position, , -1): pass