origin | The center of the sphere at the start of the sweep. |
radius | The radius of the sphere. |
direction | The direction into which to sweep the sphere. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
distance | The length of the sweep. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
bool True when the sphere sweep intersects any collider, otherwise false.
Casts a sphere along a ray and returns detailed information on what 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.
Think of the sphere cast like a thick raycast. In this case the ray is specified by a start vector and a
direction.
Notes: SphereCast 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 SphereCast will hit the collider at it's new position.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
#pragma strict var charCtrl: CharacterController; function Start() { charCtrl = GetComponent.<CharacterController>(); } function Update() { var hit: RaycastHit; var p1: Vector3 = transform.position + charCtrl.center; var distanceToObstacle: float = 0; // to see if it is about to hit anything. if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, hit, 10)) distanceToObstacle = hit.distance; }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { CharacterController charCtrl; void Start() { charCtrl = GetComponent<CharacterController>(); } void Update() { RaycastHit hit;
Vector3 p1 = transform.position + charCtrl.center; float distanceToObstacle = 0; // Cast a sphere wrapping character controller 10 meters forward // to see if it is about to hit anything. if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, out hit, 10)) distanceToObstacle = hit.distance; } }
ray | The starting point and direction of the ray into which the sphere sweep is cast. |
radius | The radius of the sphere. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
distance | The length of the sweep. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
bool True when the sphere sweep intersects any collider, otherwise false.
Casts a sphere along a ray and returns detailed information on what 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.
Think of the sphere cast like a thick raycast.
Note: 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 SphereCast will hit the collider at it's new position.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.