ray | 光线的起点和方向。 |
results | 用于存储命中对象的缓冲区。 |
maxDistance | 从射线起点开始,允许射线命中的最大距离。 |
layerMask | 层遮罩,用于在投射射线时有选择地忽略碰撞体。 |
queryTriggerInteraction | 指定该查询是否应该命中触发器。 |
int
存储到 results
缓冲区的命中对象数量。
向场景中投射射线,并将命中对象存储到缓冲区中。
与 Physics.RaycastAll 类似,但不产生任何垃圾。
当不再有命中对象和/或结果缓冲区已满时,射线投射查询结束。这些结果的顺序未定义。当返回完整的缓冲区时,不保证结果是最近的命中对象,并且返回的是缓冲区的长度。如果传入空缓冲区,则不返回任何结果,也不抛出任何错误或异常。
origin | 光线的起点和方向。 |
results | 用于存储命中对象的缓冲区。 |
direction | 射线的方向。 |
maxDistance | 从射线起点开始,允许射线命中的最大距离。 |
queryTriggerInteraction | 指定该查询是否应该命中触发器。 |
layerMask | 层遮罩,用于在投射射线时有选择地忽略碰撞体。 |
int
存储到 results
缓冲区的命中对象数量。
向场景中投射射线,并将命中对象存储到缓冲区中。
using UnityEngine;
public class ExampleClass : MonoBehaviour { // The size of the array determines how many raycasts will occur RaycastHit[] m_Results = new RaycastHit[5];
// See Order of Execution for Event Functions for information on FixedUpdate() and Update() related to physics queries void FixedUpdate() { // Set the layer mask to all layers var layerMask = ~0;
int hits = Physics.RaycastNonAlloc(transform.position, transform.forward, m_Results, Mathf.Infinity, layerMask); for (int i = 0; i < hits; i++) { Debug.Log("Hit " + m_Results[i].collider.gameObject.name); } if (hits == 0) { Debug.Log("Did not hit"); } } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.