ray | The starting point and direction of the ray. |
results | The buffer to store the hits into. |
maxDistance | The max distance the rayhit is allowed to be from the start of the ray. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
int
The amount of hits stored into the results
buffer.
Cast a ray through the Scene and store the hits into the buffer.
Like Physics.RaycastAll, but generates no garbage.
The raycast query ends when there are no more hits and/or the results buffer is full. The order of the results is undefined. When a full buffer is returned it is not guaranteed that the results are the closest hits and the length of the buffer is returned. If a null buffer is passed in, no results are returned and no errors or exceptions are thrown.
origin | The starting point and direction of the ray. |
results | The buffer to store the hits into. |
direction | The direction of the ray. |
maxDistance | The max distance the rayhit is allowed to be from the start of the ray. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a ray. |
int
The amount of hits stored into the results
buffer.
Cast a ray through the Scene and store the hits into the buffer.
using UnityEngine;
public class ExampleClass : MonoBehaviour { // The size of the array determines how many raycasts will occur RaycastHit[] m_Results = new RaycastHit[5];
// See Order of Execution for Event Functions for information on FixedUpdate() and Update() related to physics queries void FixedUpdate() { // Set the layer mask to all layers var layerMask = ~0;
int hits = Physics.RaycastNonAlloc(transform.position, transform.forward, m_Results, Mathf.Infinity, layerMask); for (int i = 0; i < hits; i++) { Debug.Log("Hit " + m_Results[i].collider.gameObject.name); } if (hits == 0) { Debug.Log("Did not hit"); } } }
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