Version: 2017.1
public static RaycastHit[] RaycastAll (Ray ray, float maxDistance= Mathf.Infinity, int layerMask= DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);

파라미터

ray The starting point and direction of the ray.
maxDistance The max distance the rayhit is allowed to be from the start of the ray.
layerMask A Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteraction Specifies whether this query should hit Triggers.

설명

Casts a ray through the scene and returns all hits. Note that order is not guaranteed.

See Also: Raycast.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Update() { RaycastHit[] hits; hits = Physics.RaycastAll(transform.position, transform.forward, 100.0F);

for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; Renderer rend = hit.transform.GetComponent<Renderer>();

if (rend) { // Change the material of all hit colliders // to use a transparent shader. rend.material.shader = Shader.Find("Transparent/Diffuse"); Color tempColor = rend.material.color; tempColor.a = 0.3F; rend.material.color = tempColor; } } } }

Notes: Raycasts will not detect colliders for which the raycast origin is inside the collider.


public static RaycastHit[] RaycastAll (Vector3 origin, Vector3 direction, float maxDistance= Mathf.Infinity, int layermask= DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction= QueryTriggerInteraction.UseGlobal);

파라미터

origin The starting point of the ray in world coordinates.
direction The direction of the ray.
maxDistance The max distance the rayhit is allowed to be from the start of the ray.
layermask A Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteraction Specifies whether this query should hit Triggers.

설명

See Also: Raycast.

See example above.