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

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

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

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

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

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

origin | The center of the sphere at the start of the sweep. |

radius | 구체의 반경. |

direction | 스윕 테스트를 위한 구(sphere)로의 방향. |

maxDistance | sweep의 길이. |

layerMask | Layer mask는 레이 캐스팅 시에 콜라이더를 선택적으로 무시하는데 사용됩니다. |

queryTriggerInteraction | Specifies whether this query should hit Triggers. |

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

Physics.SphereCast와 같지만, 이 함수는 모든 충돌한 구체 교차들을 반환할 것입니다.

Casts a sphere against all colliders in the scene and returns detailed information on each collider which was hit.
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:** 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 sphere cast will hit the collider at it's new position.

For colliders that overlap the sphere 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.

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

public static function SphereCastAll(ray:
Ray,
radius: float,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
RaycastHit[];

public static RaycastHit[] SphereCastAll(Ray ray,
float radius,
float maxDistance = Mathf.Infinity,
int layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

public static function SphereCastAll(ray:
Ray,
radius: float,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
RaycastHit[];

public static RaycastHit[] SphereCastAll(Ray ray,
float radius,
float maxDistance = Mathf.Infinity,
int layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

public static function SphereCastAll(ray:
Ray,
radius: float,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
RaycastHit[];

public static RaycastHit[] SphereCastAll(Ray ray,
float radius,
float maxDistance = Mathf.Infinity,
int layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

ray | The starting point and direction of the ray into which the sphere sweep is cast. |

radius | 구체의 반경. |

maxDistance | sweep의 길이. |

layerMask | Layer mask는 레이 캐스팅 시에 콜라이더를 선택적으로 무시하는데 사용됩니다. |

queryTriggerInteraction | Specifies whether this query should hit Triggers. |

Physics.SphereCast와 같지만, 이 함수는 모든 충돌한 구체 교차들을 반환할 것입니다.