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Physics.Linecast

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public static function Linecast(start: Vector3, end: Vector3, layerMask: int = DefaultRaycastLayers): bool;
public static bool Linecast(Vector3 start, Vector3 end, int layerMask = DefaultRaycastLayers);
public static def Linecast(start as Vector3, end as Vector3, layerMask as int = DefaultRaycastLayers) as bool

Description

Returns true if there is any collider intersecting the line between start and end.

	var target : Transform;
	function Update () {
		if (!Physics.Linecast (transform.position, target.position)) {
			ProcessData.AndDoSomeCalculations();
		}
	}
no example available in C#
no example available in Boo

Layer mask is used to selectively ignore colliders when casting a ray.

public static function Linecast(start: Vector3, end: Vector3, hitInfo: RaycastHit, layerMask: int = DefaultRaycastLayers): bool;
public static bool Linecast(Vector3 start, Vector3 end, RaycastHit hitInfo, int layerMask = DefaultRaycastLayers);
public static def Linecast(start as Vector3, end as Vector3, hitInfo as RaycastHit, layerMask as int = DefaultRaycastLayers) as bool

Description

Returns true if there is any collider intersecting the line between start and end.

If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). Layer mask is used to selectively ignore colliders when casting a ray.