Physics.Raycaststatic function Raycast (origin : Vector3, direction : Vector3, distance : float = Mathf.Infinity, layerMask : int = kDefaultRaycastLayers) : boolParameters
Returnsbool - True when the ray intersects any collider, otherwise false. DescriptionCasts a ray against all colliders in the scene.
function Update () { var fwd = transform.TransformDirection (Vector3.forward); if (Physics.Raycast (transform.position, fwd, 10)) { print ("There is something in front of the object!"); } }
static function Raycast (origin : Vector3, direction : Vector3, out hitInfo : RaycastHit, distance : float = Mathf.Infinity, layerMask : int = kDefaultRaycastLayers) : boolParameters
Returnsbool - True when the ray intersects any collider, otherwise false. DescriptionCasts a ray against all colliders in the scene and returns detailed information on what was hit.
function Update () { var hit : RaycastHit; if (Physics.Raycast (transform.position, -Vector3.up, hit)) { distanceToGround = hit.distance; } } // Raycast up to 100 meters forward function Update () { var hit : RaycastHit; if (Physics.Raycast (transform.position, -Vector3.up, hit, 100.0)) { distanceToGround = hit.distance; } }
static function Raycast (ray : Ray, distance : float = Mathf.Infinity, layerMask : int = kDefaultRaycastLayers) : boolParameters
Returnsbool - True when the ray intersects any collider, otherwise false. DescriptionSame as above using ray.origin and ray.direction instead of origin and direction.
var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, 100)) { print ("Hit something"); }
static function Raycast (ray : Ray, out hitInfo : RaycastHit, distance : float = Mathf.Infinity, layerMask : int = kDefaultRaycastLayers) : boolParameters
Returnsbool - True when the ray intersects any collider, otherwise false. DescriptionSame as above using ray.origin and ray.direction instead of origin and direction.
var ray = Camera.main.ScreenPointToRay (Input.mousePosition); var hit : RaycastHit; if (Physics.Raycast (ray, hit, 100)) { Debug.DrawLine (ray.origin, hit.point); }
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