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Physics.CapsuleCast

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public static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

파라미터

point1 캡슐의 시작점에서의 구(sphere)의 중심.
point2 캡슐의 끝점에서의 구(sphere)의 중심.
radius 캡슐의 반경.
direction 캡슐을 스윕(sweep) 테스트하기 위한 방향.
maxDistance sweep의 길이.
layerMask Layer mask는 캡슐 캐스팅을 할 때 선택적으로 콜라이더를 무시할 때에 사용됩니다.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Returns

bool 캡슐의 스윕 테스트가 어떤 콜라이더에 교차하면 true를 반환하고, 아니면 false를 반환합니다.

Description

Scene안의 모든 캡슐 콜라이더에 대한 레이 캐스트를 통해 무엇과 충돌했는지 상세화된 정보를 반환합니다.

캡슐은 두개의 구체와 point1를 둘러싸는 point1point2 두개의 끝점으로 구성되어 정의됩니다. Hits are returned for the first collider which would collide against this capsule if the capsule was moved along direction. This is useful when a Raycast does not give enough precision, because you want to find out if an object of a specific size, such as a character, will be able to move somewhere without colliding with anything on the way.

Notes: CapsuleCast will not detect colliders for which the capsule overlaps the collider.
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 CapsuleCast will hit the collider at it's new position.

See Also: Physics.SphereCast, Physics.CapsuleCastAll, Physics.Raycast, Rigidbody.SweepTest.

	function Update () {
		var hit : RaycastHit;
		var charContr : CharacterController = GetComponent.<CharacterController>();
		var p1 : Vector3 = transform.position + charContr.center + 
					Vector3.up * (-charContr.height*0.5);
		var p2 : Vector3 = p1 + Vector3.up * charContr.height;
		// Cast character controller shape 10 meters forward to see if it is about to hit anything
		if (Physics.CapsuleCast (p1, p2, charContr.radius, transform.forward, hit, 10)) {
			distanceToObstacle = hit.distance;
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { RaycastHit hit; CharacterController charContr = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charContr.center + Vector3.up * -charContr.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charContr.height; float distanceToObstacle = 0; // Cast character controller shape 10 meters forward to see if it is about to hit anything. if (Physics.CapsuleCast(p1, p2, charContr.radius, transform.forward, out hit, 10)) distanceToObstacle = hit.distance; } }

public static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function CapsuleCast(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

파라미터

point1 캡슐의 시작점에서의 구(sphere)의 중심.
point2 캡슐의 끝점에서의 구(sphere)의 중심.
radius 캡슐의 반경.
direction 캡슐을 스윕(sweep) 테스트하기 위한 방향.
maxDistance sweep의 길이.
hitInfo True가 반환되면, /hitInfo/는 충돌한 콜라이더에 대한 더 자세한 정보를 포함할 것입니다. (See Also: RaycastHit).
layerMask Layer mask는 캡슐 캐스팅을 할 때 선택적으로 콜라이더를 무시할 때에 사용됩니다.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Description