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Physics.CheckSphere

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public static function CheckSphere(position: Vector3, radius: float, layerMask: int = DefaultRaycastLayers): bool;
public static bool CheckSphere(Vector3 position, float radius, int layerMask = DefaultRaycastLayers);

Parameters

Description

Returns true if there are any colliders overlapping the sphere defined by position and radius in world coordinates.

#pragma strict
public var sphereRadius;
var audio;
function Start() {
	audio = GetComponent.<AudioSource>();
}
function WarningNoise() {
	// Play a noise if an object is within the sphere's radius.
	if (Physics.CheckSphere(transform.position, sphereRadius))
		audio.Play();
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float sphereRadius; AudioSource audio; void Start() { audio = GetComponent<AudioSource>(); } void WarningNoise() { // Play a noise if an object is within the sphere's radius. if (Physics.CheckSphere(transform.position, sphereRadius)) audio.Play(); } }