direction | リジッドボディをスイープする方向。 |
hitInfo | true が返されたときhitInfo はヒットしたコライダーについての情報が含まれています。(関連項目: RaycastHit) |
maxDistance | スイープの長さ。 |
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 リジッドボディが他のコライダーを横切ってスイープする場合は true を返します。その他の場合は false を返します。
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.
Additional resources: 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; } } }