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Unity Engine


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

point1

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

point2

The center of the sphere at the
end
of the capsule.

radius

The radius of the capsule.

direction

The direction into which to sweep the capsule.

maxDistance

The max length of the sweep.

layerMask

A Layer mask that is used to selectively filter which colliders are considered when casting a capsule.

queryTriggerInteraction

Specifies whether this query should hit Triggers.

Returns

Type

Description

boolTrue if the capsule sweep intersects any collider, otherwise false.

Remarks

The capsule is defined by the two spheres with
radius
around
point1
and
point2
, 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
direction
. 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: 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.

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; }}