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Physics.RaycastAll

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public static function RaycastAll(origin: Vector3, direction: Vector3, distance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers): RaycastHit[];
public static RaycastHit[] RaycastAll(Vector3 origin, Vector3 direction, float distance = Mathf.Infinity, int layermask = DefaultRaycastLayers);
public static def RaycastAll(origin as Vector3, direction as Vector3, distance as float = Mathf.Infinity, layermask as int = DefaultRaycastLayers) as RaycastHit[]

Description

シーンを通してレイを飛ばし、ヒットした全てを返します。順序が保証されないことに注意してください

	function Update () {
		var hits : RaycastHit[];
		hits = Physics.RaycastAll (transform.position, transform.forward, 100.0);

		// Change the material of all hit colliders
		// to use a transparent Shader
		for (var i = 0;i < hits.Length; i++) {
			var hit : RaycastHit = hits[i];
			var renderer =  hit.collider.renderer;
			if (renderer) {
				renderer.material.shader = Shader.Find("Transparent/Diffuse");
				renderer.material.color.a = 0.3;
			}
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        RaycastHit[] hits;
        hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F);
        int i = 0;
        while (i < hits.Length) {
            RaycastHit hit = hits[i];
            Renderer renderer = hit.collider.renderer;
            if (renderer) {
                renderer.material.shader = Shader.Find("Transparent/Diffuse");
                renderer.material.color.a = 0.3F;
            }
            i++;
        }
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Update() as void:
		hits as (RaycastHit)
		hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F)
		i as int = 0
		while i < hits.Length:
			hit as RaycastHit = hits[i]
			renderer as Renderer = hit.collider.renderer
			if renderer:
				renderer.material.shader = Shader.Find('Transparent/Diffuse')
				renderer.material.color.a = 0.3F
			i++

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.