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Unity Engine


SphereCastAll

Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
Read time 2 minutesLast updated 4 days ago

Definition

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

SphereCastAll(Vector3, float, Vector3, float, int, QueryTriggerInteraction)

Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
public static RaycastHit[] SphereCastAll(Vector3 origin, float radius, Vector3 direction, 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 in which to sweep the sphere.

maxDistance

The max length of the sweep.

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

RaycastHit[]An array of all colliders hit in the sweep.

Remarks

Casts a sphere against all colliders in the Scene and returns detailed information on each collider which was hit. 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.
Notes: For colliders that overlap the sphere at the start of the sweep, RaycastHit.normal is set opposite to the direction of the sweep, RaycastHit.distance is set to zero, and the zero vector gets returned in RaycastHit.point. You might want to check whether this is the case in your particular query and perform additional queries to refine the result. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.

SphereCastAll(Ray, float, float, int, QueryTriggerInteraction)

Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
public static RaycastHit[] SphereCastAll(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 sweep.

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

RaycastHit[]