origin | 球形が通過を開始する地点の中心 |
radius | 球の半径 |
direction | 球形の通過する方向 |
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.SphereCast と似ていますがゴミを発生させません。
Casts a sphere against all colliders in the Scene and returns detailed information on each collider which was hit.
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 sphere 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. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.
See Also: Physics.SphereCast, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
ray | レイの始点と方向 |
radius | 球の半径 |
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 |
Physics.SphereCast と似ていますがゴミを発生させません。
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