point1 | カプセルの start にある球形の中心 |
point2 | カプセルの end にある球形の中心 |
radius | カプセルの半径 |
direction | カプセル型の通過方向 |
maxDistance | スイープの最大の長さ。 |
layermask | レイヤーマスク はレイキャストするときに選択的に衝突を無視するために使用します。 |
queryTriggerInteraction | トリガーに設定されているものも検索対象にするか |
RaycastHit[] 通過で衝突した全コライダーの配列
Physics.CapsuleCast のようですが、この関数はヒットしたすべての情報を取得します
Casts a capsule against all colliders in the scene and returns detailed information on each collider which was hit.
The capsule is defined by the two spheres with radius
around point1
and point2
, which form the two ends of the capsule.
Hits are returned all colliders which would collide against this capsule if the capsule was moved along direction
.
This is useful when a Raycast does not give enough precision, because you want to find out if an object of a specific size,
such as a character, will be able to move somewhere without colliding with anything on the way.
Notes: For colliders that overlap the capsule at the start of the sweep, RaycastHit.normal is set opposite to the direction of the sweep, RaycastHit.distance is set to zero, and the zero vector gets returned in RaycastHit.point. You might want to check whether this is the case in your particular query and perform additional queries to refine the result.
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 capsule cast will hit the collider at it's new position.
See Also: Physics.SphereCast, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { RaycastHit[] hits; CharacterController charCtrl = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charCtrl.center + Vector3.up * -charCtrl.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charCtrl.height; // Cast character controller shape 10 meters forward, to see if it is about to hit anything hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10);
// Change the material of all hit colliders // to use a transparent Shader for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; Renderer rend = hit.transform.GetComponent<Renderer>(); if (rend) { rend.material.shader = Shader.Find("Transparent/Diffuse"); Color tempColor = rend.material.color; tempColor.a = 0.3F; rend.material.color = tempColor; } } } }