position | 球体的中心。 |
radius | 球体的半径。 |
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。 |
如果有任何碰撞体与世界坐标系中由 position
和 radius
界定的球体重叠,则返回 true。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float sphereRadius; AudioSource audioSource;
void Start() { audioSource = GetComponent<AudioSource>(); }
void WarningNoise() { // Play a noise if an object is within the sphere's radius. if (Physics.CheckSphere(transform.position, sphereRadius)) { audioSource.Play(); } } }
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