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Physics.CapsuleCastAll

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public static function CapsuleCastAll(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers): RaycastHit[];
public static RaycastHit[] CapsuleCastAll(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance = Mathf.Infinity, int layermask = DefaultRaycastLayers);

Parameters

point1 The centre of the sphere at the start of the capsule.
point2 The centre of the sphere at the end of the capsule.
radius The radius of the capsule.
direction The direction into which to sweep the capsule.
distance The length of the sweep.
layerMask A Layer mask that is used to selectively ignore colliders when casting a capsule.

Returns

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

Description

Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.

Casts a capsule against all colliders in the scene and returns detailed information on each collider which 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 all colliders 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. The capsule 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 capsule cast will hit the collider at it's new position.

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

#pragma strict
function Update() {
	var hits: RaycastHit[];
	var charCtrl: CharacterController = GetComponent.<CharacterController>();
	var p1: Vector3 = transform.position + charCtrl.center + Vector3.up * -charCtrl.height * 0.5F;
	var p2: Vector3 = p1 + Vector3.up * charCtrl.height;
	// Cast character controller shape 10 meters forward, to see if it is about to hit anything
	hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10);
	// to use a transparent Shader
	for (var i: int = 0; i < hits.Length; i++) {
		var hit: RaycastHit = hits[i];
		var rend: Renderer = hit.transform.GetComponent.<Renderer>();
		if (rend) {
			rend.material.shader = Shader.Find("Transparent/Diffuse");
			var tempColor: Color = rend.material.color;
			tempColor.a = 0.3F;
			rend.material.color = tempColor;
		}
	}
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { RaycastHit[] hits; CharacterController charCtrl = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charCtrl.center + Vector3.up * -charCtrl.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charCtrl.height; // Cast character controller shape 10 meters forward, to see if it is about to hit anything hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10);

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