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Physics.RaycastAll

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public static function RaycastAll(ray: Ray, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): RaycastHit[];
public static RaycastHit[] RaycastAll(Ray ray, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);
public static function RaycastAll(origin: Vector3, direction: Vector3, maxDistance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers): RaycastHit[];
public static RaycastHit[] RaycastAll(Vector3 origin, Vector3 direction, float maxDistance = Mathf.Infinity, int layermask = DefaultRaycastLayers);

Parameters

Description

Casts a ray through the scene and returns all hits. Note that order is not guaranteed.

#pragma strict
function Update() {
	var hits;
	hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F);
	for (var i = 0; i < hits.Length; i++) {
		var hit = hits[i];
		var rend = hit.transform.GetComponent.<Renderer>();
		if (rend) {
			// to use a transparent shader.
			rend.material.shader = Shader.Find("Transparent/Diffuse");
			var tempColor = rend.material.color;
			tempColor.a = 0.3F;
			rend.material.color = tempColor;
		}
	}
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { RaycastHit[] hits; hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F);

for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; Renderer rend = hit.transform.GetComponent<Renderer>(); if (rend) { // Change the material of all hit colliders // to use a transparent shader. rend.material.shader = Shader.Find("Transparent/Diffuse"); Color tempColor = rend.material.color; tempColor.a = 0.3F; rend.material.color = tempColor; } } } }

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.