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
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.
The direction into which to sweep the capsule.
The max length of the sweep.
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 |
|---|---|
| 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 around and , 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 . 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.
radiuspoint1point2directionNotes: 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; } } }}