origin | The starting point of the ray in world coordinates. |
direction | The direction of the ray. |
distance | The length of the ray. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
bool True when the ray intersects any collider, otherwise false.
Casts a ray against all colliders in the scene.
function Update () { var fwd = transform.TransformDirection (Vector3.forward); if (Physics.Raycast (transform.position, fwd, 10)) { print ("There is something in front of the object!"); } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { Vector3 fwd = transform.TransformDirection(Vector3.forward); if (Physics.Raycast(transform.position, fwd, 10)) print("There is something in front of the object!"); } }
Notes: Raycasts will not detect colliders for which the raycast origin is inside 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 Raycast will hit the collider at it's new position.
origin | The starting point of the ray in world coordinates. |
direction | The direction of the ray. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
distance | The length of the ray. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
bool True when the ray intersects any collider, otherwise false.
Casts a ray against all colliders in the scene and returns detailed information on what was hit.
var hit : RaycastHit; if (Physics.Raycast (transform.position, -Vector3.up, hit)) { var distanceToGround = hit.distance; }
RaycastHit hit; float distanceToGround = 0; if (Physics.Raycast(transform.position, -Vector3.up, out hit)) distanceToGround = hit.distance;
Another example:
// Raycast up to 100 meters down var hit : RaycastHit; if (Physics.Raycast (transform.position, -Vector3.up, hit, 100.0)) { var distanceToGround = hit.distance; }
RaycastHit hit; float distanceToGround = 0; if (Physics.Raycast(transform.position, -Vector3.up, out hit, 100.0F)) distanceToGround = hit.distance;
ray | The starting point and direction of the ray. |
distance | The length of the ray. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
bool True when the ray intersects any collider, otherwise false.
Same as above using ray.origin
and ray.direction
instead of origin
and direction
.
function Update() { var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (ray, 100)) { print ("Hit something"); } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, 100)) print("Hit something"); } }
ray | The starting point and direction of the ray. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
distance | The length of the ray. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
bool True when the ray intersects any collider, otherwise false.
Same as above using ray.origin
and ray.direction
instead of origin
and direction
.
function Update() { var ray = Camera.main.ScreenPointToRay (Input.mousePosition); var hit : RaycastHit; if (Physics.Raycast (ray, hit, 100)) { Debug.DrawLine (ray.origin, hit.point); } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 100)) Debug.DrawLine(ray.origin, hit.point); } }