direction | La dirección en la cual barrer el rigidbody. |
hitInfo | Si true se devuelve, hitInfo contendrá más información acerca de dónde el collider ha golpeado (See Also: RaycastHit). |
maxDistance | La longitud del barrido. |
queryTriggerInteraction | Especifica si esta consulta debería golpear Triggers. |
bool True cuando el barrido del rigidbody intersecta cualquier collider, de lo contrario false.
Tests if a rigidbody would collide with anything, if it was moved through the Scene.
Tests if a rigidbody would collide with anything, if it was moved through the Scene.
This is similar to doing a Physics.Raycast for all points contained in any of a Rigidbody's colliders and returning the closest of all hits (if any) reported. This is useful for AI code, say if you need to know that an object would fit through a gap without colliding with anything.
Note that this function only works when a primitive collider type (sphere, cube or capsule) or a convex mesh is attached to the rigidbody object - concave mesh colliders will not work, although they can be detected in the Scene by the sweep.
See Also: Physics.SphereCast, Physics.CapsuleCast, Rigidbody.SweepTestAll.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float collisionCheckDistance; public bool aboutToCollide; public float distanceToCollision; public Rigidbody rb;
void Start() { rb = GetComponent<Rigidbody>(); }
void Update() { RaycastHit hit; if (rb.SweepTest(transform.forward, out hit, collisionCheckDistance)) { aboutToCollide = true; distanceToCollision = hit.distance; } } }