# Raycast(Ray, out RaycastHit, float)

> Casts a Ray that ignores all Colliders except this one.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

## Raycast(Ray, RaycastHit, float)

```csharp
public bool Raycast(Ray ray, out RaycastHit hitInfo, float maxDistance)
```

### Parameters

**** (\[Ray]\(/engine/6000.0/script-reference/unityengine/ray)): The starting point and direction of the ray.**** (\[RaycastHit]\(/engine/6000.0/script-reference/unityengine/raycasthit)): If true is returned, hitInfo will contain more information about where the collider was hit.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The max length of the ray.

### Returns

| Type                                                          | Description                                                 |
| ------------------------------------------------------------- | ----------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | True when the ray intersects the collider, otherwise false. |

### Remarks

Additional Resources: [RaycastHit](/engine/6000.0/script-reference/unityengine/raycasthit.md).

### Examples

```csharp
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour
{
    public Collider coll;

    void Start()
    {
        coll = GetComponent<Collider>();
    }

    void Update()
    {
        // Move this object to the position clicked by the mouse.
        if (Input.GetMouseButtonDown(0))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

            if (coll.Raycast(ray, out hit, 100.0f))
            {
                transform.position = ray.GetPoint(100.0f);
            }
        }
    }
}
```
