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Physics.Linecast

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public static function Linecast(start: Vector3, end: Vector3, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Linecast(Vector3 start, Vector3 end, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

start Start point.
end End point.
layerMask A Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteraction Specifies whether this query should hit Triggers.

Description

Returns true if there is any collider intersecting the line between start and end.

	var target : Transform;
	function Update () {
		if (Physics.Linecast (transform.position, target.position)) {
			Debug.Log ("blocked");
		}
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform target; void Update() { if (Physics.Linecast(transform.position, target.position)) { Debug.Log ("blocked"); } } }

public static function Linecast(start: Vector3, end: Vector3, out hitInfo: RaycastHit, layerMask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): bool;
public static bool Linecast(Vector3 start, Vector3 end, out RaycastHit hitInfo, int layerMask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

start Start point.
end End point.
layerMask A Layer mask that is used to selectively ignore colliders when casting a ray.
queryTriggerInteraction Specifies whether this query should hit Triggers.
hitInfo If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit).

Description

Returns true if there is any collider intersecting the line between start and end.

If true is returned, hitInfo will contain more information about where the collider was hit (See Also: RaycastHit). Layer mask is used to selectively ignore colliders when casting a ray.