point1 | El centro de la esfera al start de la cápsula. |
point2 | El centro de la esfera al end de la cápsula. |
radius | El radio de la cápsula. |
direction | La dirección en la cual se barre la cápsula. |
maxDistance | La longitud máxima del barrido. |
layermask | Una Layer mask que es utilizada para ignorar colliders selectivamente cuando se emita una cápsula. |
queryTriggerInteraction | Especifica si esta consulta debería golpear Triggers. |
RaycastHit[] Un arreglo de todos los colliders golpeados en el barrido.
Como Physics.CapsuleCast, pero esta función retornará todos los hits (golpes) que el barrido de la cápsula intersecta.
Casts a capsule against all colliders in the scene and returns detailed information on each collider which was hit.
The capsule is defined by the two spheres with radius
around point1
and point2
, which form the two ends of the capsule.
Hits are returned all colliders which would collide against this capsule if the capsule was moved along direction
.
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.
Notes: For colliders that overlap the capsule at the start of the sweep, RaycastHit.normal is set opposite to the direction of the sweep, RaycastHit.distance is set to zero, and the zero vector gets returned in RaycastHit.point. You might want to check whether this is the case in your particular query and perform additional queries to refine the result. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.
See Also: Physics.SphereCast, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { RaycastHit[] hits; CharacterController charCtrl = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charCtrl.center + Vector3.up * -charCtrl.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charCtrl.height;
// Cast character controller shape 10 meters forward, to see if it is about to hit anything hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10);
// Change the material of all hit colliders // to use a transparent Shader for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; Renderer rend = hit.transform.GetComponent<Renderer>();
if (rend) { rend.material.shader = Shader.Find("Transparent/Diffuse"); Color tempColor = rend.material.color; tempColor.a = 0.3F; rend.material.color = tempColor; } } } }