Version: 2018.1 (switch to 2018.2b or 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

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

Physics.SphereCastNonAlloc

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

Submission failed

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

Close

Cancel

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

Parameters

originThe center of the sphere at the start of the sweep.
radiusThe radius of the sphere.
directionThe direction in which to sweep the sphere.
resultsThe buffer to save the hits into.
maxDistanceThe max length of the sweep.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a sphere.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Returns

int The amount of hits stored into the results buffer.

Description

Cast sphere along the direction and store the results into buffer.

This is variant of Physics.SphereCastAll, but instead of allocating the array with the results of the query, it stores the results into the user-provided array. It will only compute as many hits as fit into the buffer, and store them in no particular order. It's not guaranteed that it will store only the closest hits. Generates no garbage.


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

Parameters

rayThe starting point and direction of the ray into which the sphere sweep is cast.
radiusThe radius of the sphere.
resultsThe buffer to save the results to.
maxDistanceThe max length of the sweep.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a sphere.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Returns

int The amount of hits stored into the results buffer.

Description

Cast sphere along the direction and store the results into buffer.

Did you find this page useful? Please give it a rating: