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Physics.SphereCastAll

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public static function SphereCastAll(origin: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): RaycastHit[];
public static RaycastHit[] SphereCastAll(Vector3 origin, float radius, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);

Parameters

originThe center of the sphere at the start of the sweep.
radiusThe radius of the sphere.
directionThe direction in which to sweep the sphere.
distanceThe length of the sweep.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a sphere.

Returns

RaycastHit[] An array of all colliders hit in the sweep.

Description

Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.

Casts a sphere against all colliders in the scene and returns detailed information on each collider which was hit. 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: SphereCastAll will not detect colliders for which the sphere overlaps the collider. The sphere cast does not work against colliders configured as triggers. 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 sphere cast will hit the collider at it's new position.

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


public static function SphereCastAll(ray: Ray, radius: float, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers): RaycastHit[];
public static RaycastHit[] SphereCastAll(Ray ray, float radius, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers);

Parameters

rayThe starting point and direction of the ray into which the sphere sweep is cast.
radiusThe radius of the sphere.
distanceThe length of the sweep.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a sphere.

Description

Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.