origin | 球形が通過を開始する地点の中心 |
radius | 球の半径 |
direction | 球を通過させる方向 |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit. (See Also: RaycastHit). |
maxDistance | キャストの最大の長さ |
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
球体のレイを飛ばし、オブジェクトコライダーの付いたオブジェクトがヒットするかを調べ、ヒットしたら詳細情報を返します
See Also: Physics.SphereCast.
origin | 球形が通過を開始する地点の中心 |
radius | 球の半径 |
direction | 球を通過させる方向 |
results | 結果を保存するバッファ |
maxDistance | キャストの最大の長さ |
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 | 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。 |
int
results
バッファに保存された衝突情報の数
球形を direction に沿って投射し、バッファに結果を保存します。
See Also: Physics.SphereCastNonAllloc.
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