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
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.
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 |
Remarks
The capsule is defined by the two spheres with around and , which form the two ends of the capsule.
radiuspoint1point2Examples
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); }}