start | 胶囊体在 start 处的球体中心。 |
end | 胶囊体在 end 处的球体中心。 |
radius | 胶囊体的半径。 |
layermask | 层遮罩,用于在投射胶囊体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。 |
检查是否有任何碰撞体与世界空间中的胶囊形体积重叠。
胶囊体由中心位于 point1
和 radius
、半径为 radius
的两个球体界定,两个球体构成胶囊体的两个末端。
using UnityEngine;
public class Example : MonoBehaviour { // Given the start and end waypoints of a corridor, check if there is enough // room for an object of a certain width to pass through. bool CorridorIsWideEnough(Vector3 startPt, Vector3 endPt, float width) { return Physics.CheckCapsule(startPt, endPt, width); } }
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