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Physics.CapsuleCast

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public static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): bool;
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
public static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): bool;
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);

Parameters

point1The centre of the sphere at the start of the capsule.
point2The centre of the sphere at the end of the capsule.
radiusThe radius of the capsule.
directionThe direction into which to sweep the capsule.
hitInfoIf true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).
distanceThe length of the sweep.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a capsule.

Returns

bool True when the capsule sweep intersects any collider, otherwise false.

Description

Casts a capsule against all colliders in the scene and returns detailed information on what was hit.

The capsule is defined by the two spheres with radius around point1 and point2, which form the two ends of the capsule. Hits are returned for the first collider which would collide against this capsule if the capsule was moved along direction. 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: CapsuleCast will not detect colliders for which the capsule overlaps the collider. 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 CapsuleCast will hit the collider at it's new position.

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

	function Update () {
		var hit : RaycastHit;
		var charContr : CharacterController = GetComponent.<CharacterController>();
		var p1 : Vector3 = transform.position + charContr.center + 
					Vector3.up * (-charContr.height*0.5);
		var p2 : Vector3 = p1 + Vector3.up * charContr.height;
		// Cast character controller shape 10 meters forward to see if it is about to hit anything
		if (Physics.CapsuleCast (p1, p2, charContr.radius, transform.forward, hit, 10)) {
			distanceToObstacle = hit.distance;
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { RaycastHit hit; CharacterController charContr = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charContr.center + Vector3.up * -charContr.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charContr.height; float distanceToObstacle = 0; // Cast character controller shape 10 meters forward to see if it is about to hit anything. if (Physics.CapsuleCast(p1, p2, charContr.radius, transform.forward, out hit, 10)) distanceToObstacle = hit.distance; } }