public bool SweepTest (Vector3 direction, out RaycastHit hitInfo, float maxDistance= Mathf.Infinity, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);


directionThe direction into which to sweep the rigidbody.
hitInfoIf true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).
maxDistanceThe length of the sweep.
queryTriggerInteractionSpecifies whether this query should hit Triggers.


bool True when the rigidbody sweep intersects any collider, otherwise false.


Tests if a rigidbody would collide with anything, if it was moved through the Scene.

Tests if a rigidbody would collide with anything, if it was moved through the Scene. This is similar to doing a Physics.Raycast for all points contained in any of a Rigidbody's colliders and returning the closest of all hits (if any) reported. This is useful for AI code, say if you need to know that an object would fit through a gap without colliding with anything.

Note that this function only works when a primitive collider type (sphere, cube or capsule) or a convex mesh is attached to the rigidbody object - concave mesh colliders will not work, although they can be detected in the Scene by the sweep.

See Also: Physics.SphereCast, Physics.CapsuleCast, Rigidbody.SweepTestAll.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float collisionCheckDistance; public bool aboutToCollide; public float distanceToCollision; public Rigidbody rb;

void Start() { rb = GetComponent<Rigidbody>(); }

void Update() { RaycastHit hit; if (rb.SweepTest(transform.forward, out hit, collisionCheckDistance)) { aboutToCollide = true; distanceToCollision = hit.distance; } } }