|
Name | Description |
---|---|
origin | The center of the sphere at the start of the sweep. |
radius | The radius of the sphere. |
direction | The direction into which to sweep the sphere. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
distance | The length of the sweep |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
bool - True when the capsule sweep intersects any collider, otherwise false.
Casts a sphere against all colliders in the scene and returns detailed information on what was hit.
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. Think of the sphere cast like a thick raycast.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest
Name | Description |
---|---|
ray | The starting point and direction of the ray into which the sphere sweep is cast. |
radius | The radius of the sphere. |
direction | The direction into which to sweep the sphere. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
distance | The length of the sweep |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
bool - True when the capsule sweep intersects any collider, otherwise false.
Casts a sphere against all colliders in the scene and returns detailed information on what was hit.
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. Think of the sphere cast like a thick raycast.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest