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Unity Engine


CheckCapsule(Vector3, Vector3, float, int, QueryTriggerInteraction)

Checks if any colliders overlap a capsule-shaped volume in world space.
Read time 1 minuteLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.PhysicsModule
public static bool CheckCapsule(Vector3 start, Vector3 end, float radius, int layerMask, QueryTriggerInteraction queryTriggerInteraction)

Parameters

start

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

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

radius

The radius of the capsule.

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

bool

Remarks

The capsule is defined by the two spheres with
radius
around
point1
and
point2
, which form the two ends of the capsule.

Examples

using UnityEngine;public class Example : MonoBehaviour{ // Given the start and end waypoints of a corridor, check if there is enough // room for an object of a certain width to pass through. bool CorridorIsWideEnough(Vector3 startPt, Vector3 endPt, float width) { return Physics.CheckCapsule(startPt, endPt, width); }}