Version: 5.5 (switch to 5.6b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Physics.CapsuleCastNonAlloc

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function CapsuleCastNonAlloc(point1: Vector3, point2: Vector3, radius: float, direction: Vector3, results: RaycastHit[], maxDistance: float = Mathf.Infinity, layermask: int = DefaultRaycastLayers, queryTriggerInteraction: QueryTriggerInteraction = QueryTriggerInteraction.UseGlobal): int;
public static int CapsuleCastNonAlloc(Vector3 point1, Vector3 point2, float radius, Vector3 direction, RaycastHit[] results, float maxDistance = Mathf.Infinity, int layermask = DefaultRaycastLayers, QueryTriggerInteraction queryTriggerInteraction = QueryTriggerInteraction.UseGlobal);

Parameters

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.
results The buffer to store the hits into.
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.

Returns

int The amount of hits stored into the buffer.

Description

Casts a capsule against all colliders in the scene and returns detailed information on what was hit into the buffer.

Like Physics.CapsuleCastAll, but generates no garbage.