origin | The center of the sphere at the start of the sweep. |
radius | The radius of the sphere. |
direction | The direction into which to sweep the sphere. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). |
maxDistance | The max length of the cast. |
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 sphere sweep intersects any collider, otherwise false.
Casts a sphere along a ray and returns detailed information on what 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.
Think of the sphere cast like a thick raycast. In this case the ray is specified by a start vector and a
direction.
Notes: SphereCast will not detect colliders for which the sphere overlaps the collider. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
#pragma strict var charCtrl: CharacterController; function Start() { charCtrl = GetComponent.<CharacterController>(); } function Update() { var hit: RaycastHit; var p1: Vector3 = transform.position + charCtrl.center; var distanceToObstacle: float = 0; // to see if it is about to hit anything. if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, hit, 10)) { distanceToObstacle = hit.distance; } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { CharacterController charCtrl;
void Start() { charCtrl = GetComponent<CharacterController>(); }
void Update() { RaycastHit hit;
Vector3 p1 = transform.position + charCtrl.center; float distanceToObstacle = 0;
// Cast a sphere wrapping character controller 10 meters forward // to see if it is about to hit anything. if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, out hit, 10)) { distanceToObstacle = hit.distance; } } }
ray | The starting point and direction of the ray into which the sphere sweep is cast. |
radius | The radius of the sphere. |
maxDistance | The max length of the cast. |
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 sphere sweep intersects any collider, otherwise false.
Casts a sphere along a ray and returns detailed information on what 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.
Think of the sphere cast like a thick raycast.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
ray | The starting point and direction of the ray into which the sphere sweep is cast. |
radius | The radius of the sphere. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). |
maxDistance | The max length of the cast. |
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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