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Physics.RaycastAll

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public static function RaycastAll(ray: Ray, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): RaycastHit[];
public static RaycastHit[] RaycastAll(Ray ray, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function RaycastAll(ray: Ray, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): RaycastHit[];
public static RaycastHit[] RaycastAll(Ray ray, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function RaycastAll(ray: Ray, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): RaycastHit[];
public static RaycastHit[] RaycastAll(Ray ray, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function RaycastAll(ray: Ray, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): RaycastHit[];
public static RaycastHit[] RaycastAll(Ray ray, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

ray The starting point and direction of the ray.
maxDistance The max distance the rayhit is allowed to be from the start of the ray.
layerMask A Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Description

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

See Also: Raycast.

#pragma strict
function Update() {
	var hits: RaycastHit[];
	hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F);
	for (var i: int = 0; i < hits.Length; i++) {
		var hit: RaycastHit = hits[i];
		var rend: Renderer = hit.transform.GetComponent.<Renderer>();
		if (rend) {
			// to use a transparent shader.
			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; 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.


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

Parameters

origin The starting point of the ray in world coordinates.
direction The direction of the ray.
maxDistance The max distance the rayhit is allowed to be from the start of the ray.
layermask A Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Description

See Also: Raycast.

See example above.