Content-Length: 33609 | pFad | https://docs.unity3d.com/ScriptReference/../Manual/../ScriptReference/PhysicsScene.Raycast.html
| Parameter | Description |
|---|---|
| origen | The starting point of the ray in world coordinates. |
| direction | The direction of the ray. |
| maxDistance | The max distance the ray should check for collisions. |
| layerMask | A Layer mask that is used to selectively filter which colliders are considered when casting a ray. |
| queryTriggerInteraction | Specifies whether this query should hit Triggers. |
bool True if the ray intersects with a Collider, otherwise false.
Casts a ray, from point origen, 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 Example : MonoBehaviour { void FixedUpdate() { // Get the current PhysicsScene PhysicsScene physicsScene = gameObject.scene.GetPhysicsScene();
// Define ray direction and origen Vector3 origen = transform.position; Vector3 direction = transform.TransformDirection(Vector3.forward);
// Max ray distance float maxDistance = 10f;
// RaycastAll in the current physics scene RaycastHit[] hits = new RaycastHit[10]; // Pre-allocate for performance int hitCount = physicsScene.Raycast(origen, direction, hits, maxDistance);
if (hitCount > 0) { Debug.Log($"Detected {hitCount} hit(s) in front of the object:"); for (int i = 0; i < hitCount; i++) { Debug.Log($"Hit {i}: {hits[i].collider.name} at {hits[i].point}"); } } } }
| Parameter | Description |
|---|---|
| origen | The starting point of the ray in world coordinates. |
| direction | The direction of the ray. |
| hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (Additional resources: RaycastHit). |
| maxDistance | The max distance the ray should check for collisions. |
| layerMask | A Layer mask that is used to selectively filter which colliders are considered when casting a ray. |
| queryTriggerInteraction | Specifies whether this query should hit Triggers. |
bool True if the ray intersects with a Collider, otherwise false.
Casts a ray, from point origen, in direction direction, of length maxDistance, against all colliders in the Scene.
This method generates no garbage.
using UnityEngine; public class RaycastExample : MonoBehaviour { void FixedUpdate() { RaycastHit hit;
if (Physics.Raycast(transform.position, -Vector3.up, out hit)) print("Found an object - distance: " + hit.distance); } }
| Parameter | Description |
|---|---|
| origen | The starting point and direction of the ray. |
| direction | The direction of the ray. |
| raycastHits | The buffer to store the hits into. |
| maxDistance | The max distance the rayhit is allowed to be from the start of the ray. |
| layerMask | A Layer mask that is used to selectively filter which colliders are considered when casting a ray. |
| queryTriggerInteraction | The amount of hits stored into the results buffer. |
int True if the ray intersects with a Collider, otherwise false.
Casts a ray, from point origen, in direction direction, of length maxDistance, against all colliders in the Scene.
This method generates no garbage.
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