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public static function
SphereCast(
origin:
Vector3,
radius: float,
direction:
Vector3,
out
hitInfo:
RaycastHit,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Vector3 origin,
float
radius,
Vector3 direction,
out
RaycastHit hitInfo,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function
SphereCast(
origin:
Vector3,
radius: float,
direction:
Vector3,
out
hitInfo:
RaycastHit,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Vector3 origin,
float
radius,
Vector3 direction,
out
RaycastHit hitInfo,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function
SphereCast(
origin:
Vector3,
radius: float,
direction:
Vector3,
out
hitInfo:
RaycastHit,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Vector3 origin,
float
radius,
Vector3 direction,
out
RaycastHit hitInfo,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function
SphereCast(
origin:
Vector3,
radius: float,
direction:
Vector3,
out
hitInfo:
RaycastHit,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Vector3 origin,
float
radius,
Vector3 direction,
out
RaycastHit hitInfo,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
Parameters
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). |
maxDistance |
The max length of the cast. |
layerMask |
A Layer mask that is used to selectively ignore colliders when casting a capsule. |
queryTriggerInteraction |
Specifies whether this query should hit Triggers. |
Returns
bool
True when the sphere sweep intersects any collider, otherwise false.
Description
Casts a sphere along a ray 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. In this case the ray is specified by a start vector and a
direction.
Notes: SphereCast will not detect colliders for which the sphere overlaps the collider.
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 SphereCast will hit the collider at it's new position.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
#pragma strict
var charCtrl: CharacterController;
function Start() {
charCtrl = GetComponent.<CharacterController>();
}
function Update() {
var hit: RaycastHit;
var p1: Vector3 = transform.position + charCtrl.center;
var distanceToObstacle: float = 0;
// to see if it is about to hit anything.
if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, hit, 10)) {
distanceToObstacle = hit.distance;
}
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
CharacterController charCtrl;
void Start() {
charCtrl = GetComponent<CharacterController>();
}
void Update() {
RaycastHit hit;
Vector3 p1 = transform.position + charCtrl.center;
float distanceToObstacle = 0;
// Cast a sphere wrapping character controller 10 meters forward
// to see if it is about to hit anything.
if (Physics.SphereCast(p1, charCtrl.height / 2, transform.forward, out hit, 10)) {
distanceToObstacle = hit.distance;
}
}
}
public static function
SphereCast(
ray:
Ray,
radius: float,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Ray ray,
float
radius,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function
SphereCast(
ray:
Ray,
radius: float,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Ray ray,
float
radius,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function
SphereCast(
ray:
Ray,
radius: float,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Ray ray,
float
radius,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function
SphereCast(
ray:
Ray,
radius: float,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Ray ray,
float
radius,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
Parameters
ray |
The starting point and direction of the ray into which the sphere sweep is cast. |
radius |
The radius of the sphere. |
maxDistance |
The max length of the cast. |
layerMask |
A Layer mask that is used to selectively ignore colliders when casting a capsule. |
queryTriggerInteraction |
Specifies whether this query should hit Triggers. |
Returns
bool
True when the sphere sweep intersects any collider, otherwise false.
Description
Casts a sphere along a ray 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.
Note: 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 SphereCast will hit the collider at it's new position.
See Also: Physics.SphereCastAll, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
public static function
SphereCast(
ray:
Ray,
radius: float,
out
hitInfo:
RaycastHit,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Ray ray,
float
radius,
out
RaycastHit hitInfo,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function
SphereCast(
ray:
Ray,
radius: float,
out
hitInfo:
RaycastHit,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Ray ray,
float
radius,
out
RaycastHit hitInfo,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function
SphereCast(
ray:
Ray,
radius: float,
out
hitInfo:
RaycastHit,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Ray ray,
float
radius,
out
RaycastHit hitInfo,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
public static function
SphereCast(
ray:
Ray,
radius: float,
out
hitInfo:
RaycastHit,
maxDistance: float = Mathf.Infinity,
layerMask: int = DefaultRaycastLayers,
queryTriggerInteraction:
QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal):
bool;
public static bool
SphereCast(
Ray ray,
float
radius,
out
RaycastHit hitInfo,
float
maxDistance = Mathf.Infinity,
int
layerMask = DefaultRaycastLayers,
QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);
Parameters
ray |
The starting point and direction of the ray into which the sphere sweep is cast. |
radius |
The radius of the sphere. |
hitInfo |
If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
maxDistance |
The max length of the cast. |
layerMask |
A Layer mask that is used to selectively ignore colliders when casting a capsule. |
queryTriggerInteraction |
Specifies whether this query should hit Triggers. |