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. |
bool True when the capsule sweep intersects any collider, otherwise false.
Casts a capsule against all colliders in the scene and returns detailed information on what 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 for the first collider 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: CapsuleCast will not detect colliders for which the capsule 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 CapsuleCast will hit the collider at it's new position.
See Also: Physics.SphereCast, Physics.CapsuleCastAll, Physics.Raycast, Rigidbody.SweepTest.
function Update () { var hit : RaycastHit; var charContr : CharacterController = GetComponent.<CharacterController>(); var p1 : Vector3 = transform.position + charContr.center + Vector3.up * (-charContr.height*0.5); var p2 : Vector3 = p1 + Vector3.up * charContr.height; // Cast character controller shape 10 meters forward to see if it is about to hit anything if (Physics.CapsuleCast (p1, p2, charContr.radius, transform.forward, hit, 10)) { distanceToObstacle = hit.distance; } }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Update() { RaycastHit hit; CharacterController charContr = GetComponent<CharacterController>(); Vector3 p1 = transform.position + charContr.center + Vector3.up * -charContr.height * 0.5F; Vector3 p2 = p1 + Vector3.up * charContr.height; float distanceToObstacle = 0; // Cast character controller shape 10 meters forward to see if it is about to hit anything. if (Physics.CapsuleCast(p1, p2, charContr.radius, transform.forward, out hit, 10)) distanceToObstacle = hit.distance; } }
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. |
hitInfo | If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). |
layerMask | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
queryTriggerInteraction | Specifies whether this query should hit Triggers. |