origin | 射线在世界坐标系中的起点。 |
direction | 射线的方向。 |
maxDistance | 射线应检查碰撞的最大距离。 |
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。 |
bool 如果射线与任何碰撞体相交,返回 true,否则为 false。
向场景中的所有碰撞体投射一条射线,该射线起点为 /origin/,朝向 /direction/,长度为 /maxDistance/。
您可以选择提供一个 LayerMask,以过滤掉不想生成与其碰撞的碰撞体。
您可以通过指定 queryTriggerInteraction
来控制是让触发碰撞体生成命中效果,还是使用全局 Physics.queriesHitTriggers 设置。
该示例创建一个简单的射线投射 - 从对象的当前位置向前投影,延伸 10 个单位。
using UnityEngine;
public class ExampleClass : MonoBehaviour { void FixedUpdate() { Vector3 fwd = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position, fwd, 10)) print("There is something in front of the object!"); } }
origin | 射线在世界坐标系中的起点。 |
direction | 射线的方向。 |
hitInfo | 如果返回 true,则 hitInfo 将包含有关碰撞体的撞击位置的更多信息(另请参阅:RaycastHit)。 |
maxDistance | 射线应检查碰撞的最大距离。 |
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。 |
bool 如果射线与任何碰撞体相交,返回 true,否则为 false。
向场景中的所有碰撞体投射一条射线,该射线起点为 /origin/,朝向 /direction/,长度为 /maxDistance/。
此方法不产生任何垃圾。
using UnityEngine; public class RaycastExample : MonoBehaviour { void FixedUpdate() { RaycastHit hit;
if (Physics.Raycast(transform.position, -Vector3.up, out hit)) print("Found an object - distance: " + hit.distance); } }
origin | 光线的起点和方向。 |
direction | 射线的方向。 |
raycastHits | 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 | 存储到 results 缓冲区的命中对象数量。 |
int 如果射线与任何碰撞体相交,返回 true,否则为 false。
向场景中的所有碰撞体投射一条射线,该射线起点为 /origin/,朝向 /direction/,长度为 /maxDistance/。
此方法不产生任何垃圾。
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