origin | 球形が通過を開始する地点の中心 |
radius | 球の半径 |
direction | 球を通過させる方向 |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). |
maxDistance | キャストの最大の長さ |
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 |
bool レイが任意のコライダーと交わる場合は true、それ以外は false
球体のレイを飛ばし、オブジェクトコライダーの付いたオブジェクトがヒットするかを調べ、ヒットしたら詳細情報を返します
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.
Think of the sphere cast like a thick raycast. In this case the ray is specified by a start vector and a
direction.
Notes: SphereCast will not detect colliders for which the sphere overlaps the collider. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { CharacterController charCtrl;
void Start() { charCtrl = GetComponent<CharacterController>(); }
void Update() { RaycastHit hit;
Vector3 p1 = transform.position + charCtrl.center; float distanceToObstacle = 0;
// Cast a sphere wrapping character controller 10 meters forward // to see if it is about to hit anything. if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, out hit, 10)) { distanceToObstacle = hit.distance; } } }
ray | レイの始点と方向 |
radius | 球の半径 |
maxDistance | キャストの最大の長さ |
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 |
bool レイが任意のコライダーと交わる場合は true、それ以外は false
球体のレイを飛ばし、オブジェクトコライダーの付いたオブジェクトがヒットするかを調べ、ヒットしたら詳細情報を返します
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.
Think of the sphere cast like a thick raycast.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
ray | レイの始点と方向 |
radius | 球の半径 |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). |
maxDistance | キャストの最大の長さ |
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 |
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