point1 | The center of the sphere at the start of the capsule. |
point2 | The center of the sphere at the end of the capsule. |
radius | The radius of the capsule. |
direction | The direction into which to sweep the capsule. |
maxDistance | The max length of the sweep. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
bool True when the capsule sweep intersects any collider, otherwise false.
Casts a capsule against all colliders in the scene and returns detailed information on what was hit.
The capsule is defined by the two spheres with radius
around point1
and point2
, which form the two ends of the capsule.
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. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.
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; } }
point1 | The center of the sphere at the start of the capsule. |
point2 | The center of the sphere at the end of the capsule. |
radius | The radius of the capsule. |
direction | The direction into which to sweep the capsule. |
maxDistance | The max length of the sweep. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
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