point1 | カプセルの start にある球形の中心 |
point2 | カプセルの end にある球形の中心 |
radius | カプセルの半径 |
direction | カプセル型の通過方向 |
maxDistance | スイープの最大の長さ。 |
layerMask | レイヤーマスク はレイキャストするときに選択的に衝突を無視するために使用します。 |
queryTriggerInteraction | トリガーに設定されているものも検索対象にするか |
bool レイが任意のコライダーと交わる場合は true、それ以外は false
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 | カプセルの start にある球形の中心 |
point2 | カプセルの end にある球形の中心 |
radius | カプセルの半径 |
direction | カプセル型の通過方向 |
maxDistance | スイープの最大の長さ。 |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). |
layerMask | レイヤーマスク はレイキャストするときに選択的に衝突を無視するために使用します。 |
queryTriggerInteraction | トリガーに設定されているものも検索対象にするか |