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 ignore colliders when casting a capsule. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
RaycastHit[] An array of all colliders hit in the sweep.
Like Physics.CapsuleCast, but this function will return all hits the capsule sweep intersects.
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, the output direction is set opposite to the direction of the sweep, distance is set to zero as well as zero vector gets returned in the position field of the RaycastHit structure. You might want to check whether this is the case in your particular query and perform additional queries to refine the result.
If you move colliders from scripting or by animation, there needs to be at
least one FixedUpdate executed so that the physics library can update it's data
structures, before a capsule cast will hit the collider at it's new position.
See Also: Physics.SphereCast, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
#pragma strict function Update() { var hits: RaycastHit[]; var charCtrl: CharacterController = GetComponent.<CharacterController>(); var p1: Vector3 = transform.position + charCtrl.center + Vector3.up * -charCtrl.height * 0.5F; var p2: Vector3 = 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); // to use a transparent Shader for (var i: int = 0; i < hits.Length; i++) { var hit: RaycastHit = hits[i]; var rend: Renderer = hit.transform.GetComponent.<Renderer>(); if (rend) { rend.material.shader = Shader.Find("Transparent/Diffuse"); var tempColor: Color = rend.material.color; tempColor.a = 0.3F; rend.material.color = tempColor; } } }
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; } } } }