ray | The starting point and direction of the ray. |
maxDistance | The max distance the rayhit is allowed to be from the start of the ray. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
Casts a ray through the scene and returns all hits. Note that order is not guaranteed.
See Also: Raycast.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { RaycastHit[] hits; hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F);
for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; Renderer rend = hit.transform.GetComponent<Renderer>(); if (rend) { // Change the material of all hit colliders // to use a transparent shader. rend.material.shader = Shader.Find("Transparent/Diffuse"); Color tempColor = rend.material.color; tempColor.a = 0.3F; rend.material.color = tempColor; } } } }
Notes: Raycasts will not detect colliders for which the raycast origin is inside the collider.
If you move colliders from scripting or by animation, there needs to be at
least one FixedUpdate executed so that the physics library can update it's data structures, before a Raycast will hit the collider at it's new position.
origin | The starting point of the ray in world coordinates. |
direction | La dirección del rayo. |
maxDistance | The max distance the rayhit is allowed to be from the start of the ray. |
layermask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
See Also: Raycast.
See example above.