origin | ワールド座標でのレイの開始地点 |
direction | レイの方向 |
maxDistance | レイが衝突を検知する最大距離 |
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
Casts a ray, from point origin
, in direction direction
, of length maxDistance
, against all colliders in the Scene.
You may optionally provide a LayerMask, to filter out any Colliders you aren't interested in generating collisions with.
Specifying queryTriggerInteraction
allows you to control whether or not Trigger colliders generate a hit, or whether to use the global Physics.queriesHitTriggers setting.
以下の例ではオブジェクトの現在位置から前方へ距離 10 ユニットのレイを投影するシンプルな Raycast を作成します。
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 | ワールド座標でのレイの開始地点 |
direction | レイの方向 |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). |
maxDistance | レイが衝突を検知する最大距離 |
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
Casts a ray, from point origin
, in direction direction
, of length maxDistance
, against all colliders in the Scene.
This method generates no garbage.
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 | 始点とレイの方向 |
direction | レイの方向 |
raycastHits | 衝突情報を保存するバッファ |
maxDistance | レイヒットが発生する始点からの最大距離 |
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 |
results バッファに保存された衝突情報の数 |
int 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
Casts a ray, from point origin
, in direction direction
, of length maxDistance
, against all colliders in the Scene.
This method generates no garbage.
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