Version: 2020.2
언어: 한국어
public bool SphereCast (Vector3 origin, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);

파라미터

origin The center of the sphere at the start of the sweep.
radius The radius of the sphere.
direction The direction into which to sweep the sphere.
hitInfo If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).
maxDistance The max length of the cast.
layerMask A Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteraction Specifies whether this query should hit Triggers.

반환

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

설명

Casts a sphere along a ray and returns detailed information on what was hit.

See Also: Physics.SphereCast.


public int SphereCast (Vector3 origin, float radius, Vector3 direction, RaycastHit[] results, float maxDistance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);

파라미터

origin The center of the sphere at the start of the sweep.
radius The radius of the sphere.
direction The direction into which to sweep the sphere.
results The buffer to save the results to.
maxDistance The max length of the cast.
layerMask A Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteraction A Layer mask that is used to selectively ignore colliders when casting a capsule.

반환

int The amount of hits stored into the results buffer.

설명

Cast sphere along the direction and store the results into buffer.

See Also: Physics.SphereCastNonAllloc.