Suggest a change
Success!
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Close
Sumbission failed
For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Close
public static function
Raycast(
origin:
Vector3,
direction:
Vector3,
distance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers):
bool;
public static bool
Raycast(
Vector3 origin,
Vector3 direction,
float
distance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers);
public static
def
Raycast(
origin as
Vector3,
direction as
Vector3,
distance as float = Mathf.Infinity,
layerMask as int = DefaultRaycastLayers)
as bool
Parameters
origin |
ワールド座標でのレイの開始地点 |
direction |
レイの方向 |
distance |
レイの距離 |
layerMask |
レイヤマスクの設定。特定のオブジェクトとの衝突を無視することもできる |
Returns
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
Description
シーン内のコライダーに対してレイを飛ばし、ヒットした情報を取得します
function Update () {
var fwd = transform.TransformDirection (Vector3.forward);
if (Physics.Raycast (transform.position, fwd, 10)) {
print ("There is something in front of the object!");
}
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
void Update() {
Vector3 fwd = transform.TransformDirection(Vector3.forward);
if (Physics.Raycast(transform.position, fwd, 10))
print("There is something in front of the object!");
}
}
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
def Update() as void:
fwd as Vector3 = transform.TransformDirection(Vector3.forward)
if Physics.Raycast(transform.position, fwd, 10):
print('There is something in front of the object!')
注意: この関数は球の中から外に向けてレイキャストすると false を返しますが、
それは意図通りの動作です。
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.
public static function
Raycast(
origin:
Vector3,
direction:
Vector3,
hitInfo:
RaycastHit,
distance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers):
bool;
public static bool
Raycast(
Vector3 origin,
Vector3 direction,
RaycastHit hitInfo,
float
distance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers);
public static
def
Raycast(
origin as
Vector3,
direction as
Vector3,
hitInfo as
RaycastHit,
distance as float = Mathf.Infinity,
layerMask as int = DefaultRaycastLayers)
as bool
Parameters
origin |
ワールド座標でのレイの開始地点 |
direction |
レイの方向 |
distance |
レイの距離 |
hitInfo |
If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
layerMask |
レイヤマスクの設定。特定のオブジェクトとの衝突を無視することもできる |
Returns
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
Description
シーン内の全てのコライダーに対してレイを飛ばし、ヒットした情報を取得します
function Update () {
var hit : RaycastHit;
if (Physics.Raycast (transform.position, -Vector3.up, hit)) {
var distanceToGround = hit.distance;
}
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
void Update() {
RaycastHit hit;
if (Physics.Raycast(transform.position, -Vector3.up, out hit))
float distanceToGround = hit.distance;
}
}
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
def Update() as void:
hit as RaycastHit
if Physics.Raycast(transform.position, -Vector3.up, ):
distanceToGround as float = hit.distance
// Raycast up to 100 meters down
function Update () {
var hit : RaycastHit;
if (Physics.Raycast (transform.position, -Vector3.up, hit, 100.0)) {
var distanceToGround = hit.distance;
}
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
void Update() {
RaycastHit hit;
if (Physics.Raycast(transform.position, -Vector3.up, out hit, 100.0F))
float distanceToGround = hit.distance;
}
}
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
def Update() as void:
hit as RaycastHit
if Physics.Raycast(transform.position, -Vector3.up, , 100.0F):
distanceToGround as float = hit.distance
public static function
Raycast(
ray:
Ray,
distance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers):
bool;
public static bool
Raycast(
Ray ray,
float
distance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers);
public static
def
Raycast(
ray as
Ray,
distance as float = Mathf.Infinity,
layerMask as int = DefaultRaycastLayers)
as bool
Parameters
ray |
レイの始点と方向 |
distance |
レイの距離 |
layerMask |
レイヤマスクの設定。特定のオブジェクトとの衝突を無視することもできる |
Returns
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
Description
上記と同様ですが /ray.origin/ と /ray.direction/ を、 origin および direction の代わりに使用します
public static function
Raycast(
ray:
Ray,
hitInfo:
RaycastHit,
distance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers):
bool;
public static bool
Raycast(
Ray ray,
RaycastHit hitInfo,
float
distance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers);
public static
def
Raycast(
ray as
Ray,
hitInfo as
RaycastHit,
distance as float = Mathf.Infinity,
layerMask as int = DefaultRaycastLayers)
as bool
Parameters
ray |
レイの始点と方向 |
distance |
レイの距離 |
hitInfo |
If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
layerMask |
レイヤマスクの設定。特定のオブジェクトとの衝突を無視することもできる |
Returns
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
Description
上記と同様ですが /ray.origin/ と /ray.direction/ を、 origin および direction の代わりに使用します