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.