CapsuleCast(Vector3, Vector3, float, Vector3, float, int, QueryTriggerInteraction)
Casts a capsule against all colliders in the Scene and returns detailed information on what was hit.
Read time 2 minutesLast updated 5 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.PhysicsModule
public static bool CapsuleCast(Vector3 point1, Vector3 point2, float radius, Vector3 direction, float maxDistance, int layerMask, QueryTriggerInteraction queryTriggerInteraction)
Parameters
The center of the sphere at the of the capsule.
startThe center of the sphere at the of the capsule.
endThe radius of the capsule.
The direction into which to sweep the capsule.
The max length of the sweep.
A Layer mask that is used to selectively filter which colliders are considered when casting a capsule.
Specifies whether this query should hit Triggers.
Returns
Type | Description |
|---|---|
| bool | True if the capsule sweep intersects any collider, otherwise false. |
Remarks
The capsule is defined by the two spheres with around and , which form the two ends of the capsule. Hits are returned for the first collider which would collide against this capsule if the capsule was moved along . 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.
radiuspoint1point2directionNotes: CapsuleCast will not detect colliders for which the capsule overlaps the collider. Passing a zero radius results in undefined output and doesn't always behave the same as Physics.Raycast.
Additional Resources: Physics.SphereCast, Physics.CapsuleCastAll, Physics.Raycast, Rigidbody.SweepTest.
Examples
using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ void Update() { RaycastHit hit; CharacterController charContr = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charContr.center + Vector3.up * -charContr.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charContr.height; float distanceToObstacle = 0; // Cast character controller shape 10 meters forward to see if it is about to hit anything. if (Physics.CapsuleCast(p1, p2, charContr.radius, transform.forward, out hit, 10)) distanceToObstacle = hit.distance; }}