start | The center of the sphere at the start of the capsule. |
end | The center of the sphere at the end of the capsule. |
radius | The radius of the capsule. |
layermask | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
Checks if any colliders overlap a capsule-shaped volume in world space.
The capsule is defined by the two spheres with radius
around point1
and point2
, which form the two ends of the capsule.
// Given the start and end waypoints of a corridor, check if there is enough // room for an object of a certain width to pass through. function CorridorIsWideEnough(startPt: Vector3, endPt: Vector3, width: float) { return Physics.CheckCapsule(startPt, endPt, width); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { bool CorridorIsWideEnough(Vector3 startPt, Vector3 endPt, float width) { return Physics.CheckCapsule(startPt, endPt, width); } }
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