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

> Checks if any colliders overlap a capsule-shaped volume in world space.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

```csharp
public static bool CheckCapsule(Vector3 start, Vector3 end, float radius, int layerMask, QueryTriggerInteraction queryTriggerInteraction)
```

### Parameters

**** (\[Vector3]\(/engine/6000.6/script-reference/unityengine/vector3)): The center of the sphere at the `start` of the capsule.**** (\[Vector3]\(/engine/6000.6/script-reference/unityengine/vector3)): The center of the sphere at the `end` of the capsule.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The radius of the capsule.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): A [Layer mask](/engine/6000.6/manual/working-with-gameobjects/layers.md) that is used to selectively filter which colliders are considered when casting a capsule.**** (\[QueryTriggerInteraction]\(/engine/6000.6/script-reference/unityengine/querytriggerinteraction)): Specifies whether this query should hit Triggers.

### Returns

| Type                                                          | Description |
| ------------------------------------------------------------- | ----------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) |             |

### Remarks

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

### Examples

```csharp
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);
    }
}
```
