Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Physics.SphereCastAll

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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

Parameters

origin The center of the sphere at the start of the sweep.
radius The radius of the sphere.
direction The direction in which to sweep the sphere.
maxDistance The max length of the sweep.
layerMask A Layer mask that is used to selectively ignore colliders when casting a sphere.
queryTriggerInteraction Specifies whether this query should hit Triggers.

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: 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.
For colliders that overlap the sphere at the start of the sweep, the output direction is set opposite to the direction of the sweep, distance is set to zero as well as zero vector gets returned in the position field of the RaycastHit structure. You might want to check whether this is the case in your particular query and perform additional queries to refine the result.

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

Parameters

ray The starting point and direction of the ray into which the sphere sweep is cast.
radius The radius of the sphere.
maxDistance The max length of the sweep.
layerMask A Layer mask that is used to selectively ignore colliders when casting a sphere.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Description

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