Version: 2020.1
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PhysicsScene.BoxCast

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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

center Center of the box.
halfExtents Half the size of the box in each dimension.
direction The direction in which to cast the box.
hitInfo If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit).
orientation Rotation of the box.
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.

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

center Center of the box.
halfExtents Half the size of the box in each dimension.
direction The direction in which to cast the box.
results The buffer to store the results in.
orientation Rotation of the box.
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.

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.

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