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Physics.Raycast

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public static function Raycast(origin: Vector3, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Vector3 origin, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function Raycast(origin: Vector3, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Vector3 origin, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function Raycast(origin: Vector3, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Vector3 origin, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function Raycast(origin: Vector3, direction: Vector3, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Vector3 origin, Vector3 direction, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

파라미터

origin The starting point of the ray in world coordinates.
direction 레이의 방향.
maxDistance The max distance the ray should check for collisions.
layerMask Layer mask는 레이 캐스팅 시에 콜라이더를 선택적으로 무시하는데 사용됩니다.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Returns

bool 어떤 콜라이더와 레이가 충돌했으면 true, 아니면 false.

Description

Casts a ray, from point origin, in direction direction, of length maxDistance, against all colliders in the scene.

You may optionally provide a LayerMask, to filter out any Colliders you aren't interested in generating collisions with.

Specifying queryTriggerInteraction allows you to control whether or not Trigger colliders generate a hit, or whether to use the global Physics.queriesHitTriggers setting.

This example creates a simple Raycast, projecting forwards from the position of the object's current position, extending for 10 units.


        
using UnityEngine;

public class ExampleClass : MonoBehaviour { void FixedUpdate() { Vector3 fwd = transform.TransformDirection(Vector3.forward);

if (Physics.Raycast(transform.position, fwd, 10)) print("There is something in front of the object!"); } }

Notes: Raycasts will not detect Colliders for which the Raycast origin is inside the Collider.

If you move Colliders from scripting or by animation, you need to allow at least one FixedUpdate to be executed so that the physics library can update before a Raycast will hit the Collider at its new position.


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

파라미터

origin The starting point of the ray in world coordinates.
direction 레이의 방향.
hitInfo True가 반환되면, /hitInfo/는 충돌한 콜라이더에 대한 더 자세한 정보를 포함할 것입니다. (See Also: RaycastHit).
maxDistance The max distance the ray should check for collisions.
layerMask Layer mask는 레이 캐스팅 시에 콜라이더를 선택적으로 무시하는데 사용됩니다.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Returns

bool 어떤 콜라이더와 레이가 충돌했으면 true, 아니면 false.

Description

Scene에서 모든 콜라이더에 대한 레이 캐스트를 하고 충돌한것에 대해 상세화된 정보를 반환합니다.

This example reports the distance between the current object and the reported Collider:


        
using UnityEngine;

public class RaycastExample : MonoBehaviour { public Missile missile;

void FixedUpdate() { RaycastHit hit;

if (Physics.Raycast(transform.position, -Vector3.up, out hit)) print("Found an object - distance: " + hit.distance); } }

This example re-introduces the maxDistance parameter to limit how far ahead to cast the Ray:


        
using UnityEngine;

public class RaycastExample : MonoBehaviour { public Missile missile;

void FixedUpdate() { RaycastHit hit;

if (Physics.Raycast(transform.position, -Vector3.up, out hit, 100.0f)) print("Found an object - distance: " + hit.distance); } }

public static function Raycast(ray: Ray, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Ray ray, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function Raycast(ray: Ray, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Ray ray, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function Raycast(ray: Ray, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Ray ray, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function Raycast(ray: Ray, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Ray ray, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

파라미터

ray 시작점과 레이의 방향.
maxDistance The max distance the ray should check for collisions.
layerMask Layer mask는 레이 캐스팅 시에 콜라이더를 선택적으로 무시하는데 사용됩니다.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Returns

bool 어떤 콜라이더와 레이가 충돌했으면 true, 아니면 false.

Description

Same as above using ray.origin and ray.direction instead of origin and direction.


        
using UnityEngine;

public class ExampleClass : MonoBehaviour { void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, 100)) print("Hit something!"); } }

public static function Raycast(ray: Ray, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function Raycast(ray: Ray, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function Raycast(ray: Ray, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function Raycast(ray: Ray, out hitInfo: RaycastHit, maxDistance: float = Mathf.Infinity, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

파라미터

ray 시작점과 레이의 방향.
hitInfo True가 반환되면, /hitInfo/는 충돌한 콜라이더에 대한 더 자세한 정보를 포함할 것입니다. (See Also: RaycastHit).
maxDistance The max distance the ray should check for collisions.
layerMask Layer mask는 레이 캐스팅 시에 콜라이더를 선택적으로 무시하는데 사용됩니다.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Returns

bool 어떤 콜라이더와 레이가 충돌했으면 true, 아니면 false.

Description

Same as above using ray.origin and ray.direction instead of origin and direction.

This example draws a line along the length of the Ray whenever a collision is detected:


        
using UnityEngine;

public class ExampleClass : MonoBehaviour { void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit;

if (Physics.Raycast(ray, out hit, 100)) Debug.DrawLine(ray.origin, hit.point); } }