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Rigidbody.SweepTest

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public function SweepTest(direction: Vector3, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity): bool;
public bool SweepTest(Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity);

Parameters

direction The direction into which to sweep the rigidbody.
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.

Returns

bool True when the rigidbody sweep intersects any collider, otherwise false.

Description

Tests if a rigidbody would collide with anything, if it was moved through the scene.

This is similar to doing a Physics.Raycast for all points contained in any of a Rigidbody's colliders and returning the closest of all hits (if any) reported. This is useful for AI code, say if you need to know that an object would fit through a gap without colliding with anything.

Note that this function only works when a primitive collider type (sphere, cube or capsule) is attached to the rigidbody object - mesh colliders will not work, although they can be detected in the scene by the sweep.

See Also: Physics.SphereCast, Physics.CapsuleCast, Rigidbody.SweepTestAll.

var collisionCheckDistance: float;
var aboutToCollide: boolean;
var distanceToCollision: float;
var rb: Rigidbody;

function Start() { rb = GetComponent.<Rigidbody>(); }

function Update () { // Cast the rigidbody's shape forward to see if it is about to hit anything. var hit : RaycastHit;

if (rb.SweepTest(transform.forward, hit, collisionCheckDistance)) { aboutToCollide = true; distanceToCollision = hit.distance; } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float collisionCheckDistance; public bool aboutToCollide; public float distanceToCollision; public Rigidbody rb; void Start() { rb = GetComponent<Rigidbody>(); } void Update() { RaycastHit hit; if (rb.SweepTest(transform.forward, out hit, collisionCheckDistance)) { aboutToCollide = true; distanceToCollision = hit.distance; } } }