PhysicsScene.SphereCast
public 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 描述
Casts a sphere along a ray and returns detailed information on what was hit.
See Also: Physics.SphereCast.
public int SphereCast(Vector3 origin,
float radius,
Vector3 direction,
RaycastHit[] results,
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. | |
| results | The buffer to save the results to. | |
| maxDistance | The max length of the cast. | |
| layerMask | A Layer mask that is used to selectively ignore colliders when casting a capsule. | |
| queryTriggerInteraction | A Layer mask that is used to selectively ignore colliders when casting a capsule. |
Returns
int
The amount of hits stored into the results buffer.
Description 描述
Cast sphere along the direction and store the results into buffer.
See Also: Physics.SphereCastNonAllloc.