Rigidbody.SweepTest Manual     Reference     Scripting  
Scripting > Runtime Classes > Rigidbody
Rigidbody.SweepTest

function SweepTest (direction : Vector3, out hitInfo : RaycastHit, distance : float = Mathf.Infinity) : bool

Parameters

NameDescription
direction The direction into which to sweep the rigidbody.
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

Returns

bool - True when the rigidbody sweep intersects any collider, otherwise false.

Description

Tests if a rigidbody would collide with anything, if it was moved through the scene.

This is similar to doing a Physics.Raycast for all points contained in any of a Rigidbody's colliders, and returning the closest of all hits (if any) reported. This is useful for AI code, when you need to know if an object would fit somewhere without colliding with anything. See Also: Physics.SphereCast, Physics.CapsuleCast, Rigidbody.SweepTestAll

JavaScripts
var hit : RaycastHit;

function Update () {
// Cast rigidbody shape 10 meters forward, to see if it is about to hit anything
if (rigidbody.SweepTest (transform.forward, hit, 10)) {
Debug.Log(hit.distance + "mts distance to obstacle");
}
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public RaycastHit hit;
void Update() {
if (rigidbody.SweepTest(transform.forward, out hit, 10))
Debug.Log(hit.distance + "mts distance to obstacle");

}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public hit as RaycastHit

def Update():
if rigidbody.SweepTest(transform.forward, hit, 10):
Debug.Log((hit.distance + 'mts distance to obstacle'))