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Physics.CapsuleCastAll

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public static function CapsuleCastAll(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): RaycastHit[];
public static RaycastHit[] CapsuleCastAll(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance = Mathf.Infinity, int layermask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function CapsuleCastAll(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): RaycastHit[];
public static RaycastHit[] CapsuleCastAll(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance = Mathf.Infinity, int layermask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function CapsuleCastAll(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): RaycastHit[];
public static RaycastHit[] CapsuleCastAll(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance = Mathf.Infinity, int layermask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function CapsuleCastAll(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, maxDistance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): RaycastHit[];
public static RaycastHit[] CapsuleCastAll(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

RaycastHit[] 스윕(sweep)테스트에서 충돌된 모든 콜라이더을 담은 배열.

Description

Physics.CapsuleCast과 같지만, 이 함수는 모든 충돌한 캡슐 교차정보를 반환할 것입니다.

Casts a capsule against all colliders in the scene and returns detailed information on each collider which was hit. 캡슐은 두개의 구체와 point1를 둘러싸는 point1point2 두개의 끝점으로 구성되어 정의됩니다. Hits are returned all colliders 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: For colliders that overlap the capsule at the start of the sweep, the output direction is set opposite to the direction of the sweep, distance is set to zero as well as zero vector gets returned in the position field of the RaycastHit structure. You might want to check whether this is the case in your particular query and perform additional queries to refine the result.
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 capsule cast will hit the collider at it's new position.

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


        
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { RaycastHit[] hits; CharacterController charCtrl = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charCtrl.center + Vector3.up * -charCtrl.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charCtrl.height; // Cast character controller shape 10 meters forward, to see if it is about to hit anything hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10);

// Change the material of all hit colliders // to use a transparent Shader for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; Renderer rend = hit.transform.GetComponent<Renderer>(); if (rend) { rend.material.shader = Shader.Find("Transparent/Diffuse"); Color tempColor = rend.material.color; tempColor.a = 0.3F; rend.material.color = tempColor; } } } }