Version: 2022.1
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PhysicsScene.CapsuleCast

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Declaration

public bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

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.
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 sweep.
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 when the capsule sweep intersects any collider, otherwise false.

Description

Casts a capsule against all colliders in this physics scene and returns detailed information on what was hit.

See Also: Physics.CapsuleCast.


Declaration

public int CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, RaycastHit[] results, float maxDistance = Mathf.Infinity, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

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.
results The buffer to store the results in.
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.

Returns

int The amount of hits stored to the results buffer.

Description

Casts a capsule against all colliders in this physics scene and returns detailed information on what was hit.