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. |
bool Es true cuando el barrido de la cápsula intersecta cualquier collider, de lo contrario falso.
Casts a capsule against all colliders in the Scene and returns detailed information on what 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 for the first collider 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: CapsuleCast will not detect colliders for which the capsule overlaps the collider. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.
See Also: Physics.SphereCast, Physics.CapsuleCastAll, Physics.Raycast, Rigidbody.SweepTest.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { RaycastHit hit; CharacterController charContr = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charContr.center + Vector3.up * -charContr.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charContr.height; float distanceToObstacle = 0;
// Cast character controller shape 10 meters forward to see if it is about to hit anything. if (Physics.CapsuleCast(p1, p2, charContr.radius, transform.forward, out hit, 10)) distanceToObstacle = hit.distance; } }
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. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). |
layerMask | Una Layer mask que es utilizada para ignorar colliders selectivamente cuando se emita una cápsula. |
queryTriggerInteraction | Especifica si esta consulta debería golpear Triggers. |