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Unity Engine


CapsuleCastAll(Vector3, Vector3, float, Vector3, float, int, QueryTriggerInteraction)

Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.PhysicsModule
public static RaycastHit[] CapsuleCastAll(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

RaycastHit[]An array of all colliders hit in the sweep.

Remarks

Casts a capsule against all colliders in the Scene and returns detailed information on each collider which was hit. 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 all colliders 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: For colliders that overlap the capsule at the start of the sweep, _normal is set opposite to the direction of the sweep, _distance is set to zero, and the zero vector gets returned in _point. You might want to check whether this is the case in your particular query and perform additional queries to refine the result. 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[] hits; CharacterController charCtrl = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charCtrl.center + Vector3.up * -charCtrl.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charCtrl.height; // Cast character controller shape 10 meters forward, to see if it is about to hit anything hits = Physics.CapsuleCastAll(p1, p2, charCtrl.radius, transform.forward, 10); // Change the material of all hit colliders // to use a transparent Shader for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; Renderer rend = hit.transform.GetComponent<Renderer>(); if (rend) { rend.material.shader = Shader.Find("Transparent/Diffuse"); Color tempColor = rend.material.color; tempColor.a = 0.3F; rend.material.color = tempColor; } } }}