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Unity Engine


SphereCast

Casts a sphere along a ray and returns detailed information on what was hit.
Read time 3 minutesLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.PhysicsModule

SphereCast(Vector3, float, Vector3, RaycastHit, float, int, QueryTriggerInteraction)

Casts a sphere along a ray and returns detailed information on what was hit.
public static bool SphereCast(Vector3 origin, float radius, Vector3 direction, out RaycastHit hitInfo, float maxDistance, int layerMask, QueryTriggerInteraction queryTriggerInteraction)

Parameters

origin

The center of the sphere at the start of the sweep.

radius

The radius of the sphere.

direction

The direction into which to sweep the sphere.

hitInfo

If true is returned, hitInfo will contain more information about where the collider was hit. (Additional Resources: RaycastHit).

maxDistance

The max length of the cast.

layerMask

A Layer mask that is used to selectively ignore colliders when casting a sphere.

queryTriggerInteraction

Specifies whether this query should hit Triggers.

Returns

Type

Description

boolTrue when the sphere sweep intersects any collider, otherwise false.

Remarks

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. Think of the sphere cast like a thick raycast. In this case the ray is specified by a start vector and a direction.
Notes: SphereCast will not detect colliders for which the sphere overlaps the collider. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.
Notes: hit.normal from a Physics.SphereCast does not always represent the surface normal. It is often the direction from the contact point to the center of the sphere. This can be misleading if you're using it for sliding, bouncing, or aligning objects. Consider using a Physics.Raycast if you need the true surface normal.

Examples

using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ CharacterController charCtrl; void Start() { charCtrl = GetComponent<CharacterController>(); } void Update() { RaycastHit hit; Vector3 p1 = transform.position + charCtrl.center; float distanceToObstacle = 0; // Cast a sphere wrapping character controller 10 meters forward // to see if it is about to hit anything. if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, out hit, 10)) { distanceToObstacle = hit.distance; } }}

SphereCast(Ray, float, float, int, QueryTriggerInteraction)

Casts a sphere along a ray and returns detailed information on what was hit.
public static bool SphereCast(Ray ray, float radius, float maxDistance, int layerMask, QueryTriggerInteraction queryTriggerInteraction)

Parameters

ray

The starting point and direction of the ray into which the sphere sweep is cast.

radius

The radius of the sphere.

maxDistance

The max length of the cast.

layerMask

A Layer mask that is used to selectively ignore colliders when casting a sphere.

queryTriggerInteraction

Specifies whether this query should hit Triggers.

Returns

Type

Description

boolTrue when the sphere sweep intersects any collider, otherwise false.

Remarks

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. Think of the sphere cast like a thick raycast.