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PhysicsScene.BoxCast

public bool BoxCast(Vector3 center, Vector3 halfExtents, Vector3 direction, out RaycastHit hitInfo, Quaternion orientation = Quaternion.identity, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

centerCenter of the box.
halfExtentsHalf the size of the box in each dimension.
directionThe direction in which to cast the box.
hitInfoIf true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).
orientationRotation of the box.
maxDistanceThe max length of the cast.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Returns

bool True, if any intersections were found.

Description

Casts the box along a ray and returns detailed information on what was hit.

See Also: Physics.BoxCast.


public int BoxCast(Vector3 center, Vector3 halfExtents, Vector3 direction, RaycastHit[] results, Quaternion orientation = Quaternion.identity, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

centerCenter of the box.
halfExtentsHalf the size of the box in each dimension.
directionThe direction in which to cast the box.
resultsThe buffer to store the results in.
orientationRotation of the box.
maxDistanceThe max length of the cast.
layerMaskA Layer mask that is used to selectively ignore colliders when casting a capsule.
queryTriggerInteractionSpecifies whether this query should hit Triggers.

Returns

int The amount of hits stored to the results buffer.

Description

Casts the box along a ray and returns detailed information on what was hit.