origin | The center of the sphere at the start of the sweep. |
radius | The radius of the sphere. |
direction | The direction in which to sweep the sphere. |
maxDistance | The max length of the sweep. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a sphere. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
RaycastHit[] An array of all colliders hit in the sweep.
Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.
Casts a sphere against all colliders in the scene and returns detailed information on each collider which 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.
Notes: 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 sphere cast will hit the collider at it's new position.
For colliders that overlap the sphere 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.
See Also: Physics.SphereCast, Physics.CapsuleCast, Physics.Raycast, Rigidbody.SweepTest.
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 sweep. |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a sphere. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |
Like Physics.SphereCast, but this function will return all hits the sphere sweep intersects.